Friday, 2 July 2021

Leomund’s Spells

 

“If you have built castles in the air, your work need not be lost; 
that is where they should be. Now put the foundations under them.”
― Henry David Thoreau, Walden

“By failing to prepare, you are preparing to fail.”
― Benjamin Franklin


Leomund
If Leomund was anything, he was prepared. “If you aren’t, you’re going to get killed.” He may have said, “fucked up the ass,” but that’s neither here nor there.
He ought to know. He learned as much from his mother, Elsieadar, […] born in the Duchy of Urnst but found that her profession “…. was not always welcomed with open arms”, and, therefore, she decided to move to a more receptive locale. [OJ10]
Her profession called for meticulous planning, otherwise she might fall afoul of the law. She also knew that a quick prayer to Norebo couldn’t hurt either.
It was because of her passing devotion that Leomund took up the profession of cleric at the tender age of ten. His devotions did not last long, but his love of the library did. First cloistered, and shortly thereafter engaged for years studying and copying arcane text from one tome to another, it came to even Leomund’s astonishment that he should fall into a life of adventure in what one might consider his middle-age. The temple, and then the sage he apprenticed to, sent him after this or that, and it was on these errands that Leomund was reminded that the road was a dangerous one when one or two of his companions came to an early end.
Leomund vowed that would never happen to him.
It should come to no surprise then that those spells he penned were primarily concerned with his prolonging his existence.


Leomund's Trap (Illusion/Phantasm)
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 3 rounds
Duration: Permanent
Saving Throw: None
Area of Effect: Object touched
Leomund's Trap
Explanation/Description: This false trap is designed to fool the dwarf and/or thief attempting to pilfer or otherwise steal the spell caster's goods. It enables the magic-user to place a dweomer upon any small mechanism or device such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any examination by a character able to detect traps will be 80% likely to note the Leomund's Trap and believe it to be real. This probability reduces by 4% for each level of experience of the examiner beyond the first. If the supposed "trap" is then to be removed, it is only 20% likely that the creature attempting it will believe he or she has succeeded, +4% probability per level of experience of the remover. Of course, the spell is illusory, nothing will happen if the trap is ignored, and its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be "trapped". Only one Leomund's Trap may be placed within a 50' by 50' area.
[PHB – 7]


Leomund’s Tiny Hut (Alteration)
Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 6 turns/level
Saving Throw: None
Area of Effect: 10' diameter sphere
Leomund's Tint Hut
Explanation/Description: When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface. This field causes the interior of the sphere to maintain at 70* F temperature in cold to 0* F, and heat up to 105* F. Cold below 0* lowers inside temperature on a 1 for 1 basis, heat above 105* raises the inside temperature likewise. The tiny hut will withstand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it.
The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, it is transparent from within. In no way will Leomund's Tiny Hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled.
[PHB – 74]


Leomund’s Secure Shelter (Alteration - Enchantment)
Level: 4
Range: 2”
Duration: 6 turns/level
Area of Effect: 30 sq. ft. per level of caster
Explanation/Description: This spell enables the magic-user to magically call into being a sturdy cottage or lodge, made of material which is common in the area where the spell is cast - stone, timber, or (at worst) sod. The floor area of the lodging will be 30 square feet per level of the spell caster, and the surface will be level, clean, and dry. In all respects the lodging will resemble a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.

Leomund's Secure Shelter
While the lodging will be secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat will certainly affect it, and its occupants, adversely. The dwelling does, however, provide considerable security otherwise, as it will be as strong as a normal stone building regardless of its material composition, will resist flames and fire as if it were stone, and will be generally impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the two former being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell (qv). Lastly, an unseen servant (qv) is called up to provide service to the spell caster.
The inside of a Leomund’s Secure Shelter will contain crude furnishings as desired by the spell caster - up to 8 bunks, a trestle table and benches, as many as 4 chairs or 8 stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the Alarm and Unseen Servant spells if these are to be included in the spell; i.e. string and silver wire and a small bell.
[UA – 57]


Leomund’s Lamentable Belabourment (Enchantment/Evocation)
Level: 5
Components: V
Range: 1 “
Casting Time: 5 segments Duration: Special
Saving Throw: Special
Area of Effect: One or more creatures in a 1 ” radius
Explanation/Description: By means of this spell, the magic-user causes a combination of fascination, confusion, and rage upon one or more creatures able to understand the language in which the spell caster speaks. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those not saving versus spell will immediately begin to converse with the spell caster, agreeing or disagreeing, all most politely. As long as the spell caster chooses, he or she can maintain the spell by conversing with the subject(s). As long as there is no attack made upon them, they will ignore all else going on around them, instead “choosing” to spend their time exclusively talking and arguing. This saving throw, and all saving throws in this spell, is modified by the target’s intelligence as follows: Creatures with intelligence of 2 or lower are not affected by the spell, but those with intelligence of 3-7 save at -1. Beings with intelligence of 8-10 save normally, those with intelligence of 1 1-14 at + 1, and those with intelligence scores of 15 or higher at + 2.

Leomund's Love for a Library
If the spell is maintained for more than 3 rounds, each subject creature must attempt another save versus spell. Those failing to save this time will wander off in confusion for 3-12 rounds, avoiding the proximity of the spell caster in any event. Those who make the confusion save are still kept in fascination and must also save in the 4th, 5th, and 6th rounds (or for as long as the caster continues the dweomer) to avoid the confusion effect. If the spell is maintained for more than 6 rounds, each subject must save versus spell to avoid going into a 
rage—either at oneself, if one is the sole object of the spell, or at all other subjects of the spell—and attacking (regular “to hit” probability) against one’s own person, or falling upon the nearest other subject of the dweomer with intent to kill. This rage will last for 2-5 rounds. Those subjects who save versus spell on the rage check will realize that they have fallen prey to the spell and will collapse onto the ground, lamenting their foolishness, for 1-4 rounds unless they are attacked or otherwise disturbed.
If during the course of the maintenance of the spell the caster is attacked or otherwise distracted, he or she is still protected, for the subject or subjects will not notice. The magic-user can leave at any time after the casting and the subject(s) will continue on for 1 full round as if he or she were still there to converse with. In these cases, however, saving throws for continuance of the spell are not applicable, even if, for instance, the subject(s) would otherwise have had to save to avoid confusion or rage. Note that the spell is entirely verbal.
[UA – 59]


Leomund's Secret Chest (Alteration, Conjuration/Summoning)
Level: 5
Components: V, S, M
Range: Special
Casting Time: I turn
Duration: 60 days
Saving Throw: None
Area of Effect: One chest of about 2'x2'x3' size
Explanation/Description: In order to cast this spell the magic-user must have an exceptionally well-crafted and expensive chest constructed for him by master craftsmen. If made principally of wood, it must be of ebony, rosewood, sandalwood, teak or the like, and all of its corner fittings, nails, and hardware must be of platinum. If constructed of ivory, the metal fittings of the chest may be of gold; and if the chest is fashioned from bronze, copper, or silver, its fittings may be of electrum or silver. The cost of such a chest will never be less than 5,000 g.p. Once Constructed, the magic-user must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One magic-user can have but one pair of these chests at any given time, and even wish spells will not allow exception!
Leomund's Secret Chest
While touching the chest and holding the tiny replica, the caster chants the spell. This will cause the large chest to vanish into the ethereal plane. The chest can contain one cubic foot of material per level of the magic-user no matter what its apparent size. Living matter makes it 75% likely that the spell will fail, so the chest is typically used for securing valuable spell books, magic items, gems, etc. As long as the spell caster has the small duplicate of the magic chest, he or she can recall the large one from the ethereal plane to the locale he or she is in when the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, including a wish, that the large chest will return.
While on the ethereal plane, there is a 1% cumulative chance per week that some creature/being will find the chest. If this occurs there is 10% likelihood that the chest will be ignored, 10% possibility that something will be added to the contents, 30% possibility that the contents will be exchanged for something else, 30% chance that something will be stolen from it, and 20% probability that it will be emptied. In addition, when the secret chest is brought back to the Prime Material Plane, an ethereal window is opened and remains open for 5 hours, slowly diminishing in size. As this hole opens between the planes there is a 5% chance that some ethereal monster will be drawn through, with a 1% cumulative reduction in probability each hour thereafter until the window is gone. However, no creature on the Prime Material Plane can locate the chest, even with a gem of seeing, true seeing, etc.
If Leomund's Secret Chest is not retrieved before spell duration lapses, there is a cumulative chance of 5% per day that the chest will be lost forever, i.e. 5% chance for loss at 61 days, 10% at 62 days, and so forth.
[PHB – 80,81]

I shall hazard the opinion that there are two others that should have been written as penned by Leomund, but weren’t. They are Mordenkainen’s Private Sanctum, and Mordenkainen’s Magnificent Mansion.
Mordenkainen’s spells are all over the place, thematically, where most others' named spells are more focused than his. Nystul’s are focused on light and darkness; Otto’s on sound. Evard’s are somewhat eldritch inspired. Leomund’s appear “spatial.” And aimed at security. And the above are very much spatial, and security, oriented.
It may very well be these, attributed to Mordenkainen, might have indeed been Leomund’s; but as Mordenkainen was the first to be seen to use them, it was his name that were applied.
I wonder. Those spells seem to be natural progressions of his Tiny Hut, and Secure Shelter spells.
And I wonder if you wonder now, too.

If I may be so bold… 

[Leomund’s] Private Sanctum (Alteration/Abjuration)
Level: 5
Components: V, S, M
Range: 0
Casting Time: 2 turns
Duration: 1 hour/level
Saving Throw: None
Area of Effect: One room
Explanation/Description: This spell is used to insure privacy in a room of up to 1,600 square feet in area, or 40 feet by 40 feet in dimension. All windows in the room become dark and misty as seen from the outside, preventing creatures with normal vision, infravision, or other special vision from looking into the room. Those inside can still look out normally. X-ray vision will not be able to penetrate into the room, as if the room were completely enclosed in a lead shield. No sounds, no matter how loud, can escape the room, so a thief cannot eavesdrop from outside. Scrying attempts, such as ESP, clairaudience, clairvoyance, or crystal balls, cannot penetrate the protected room, and a wizard eye cannot get inside. The mage can freely leave the room without the protection being dispelled. The material components are a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.
[GA – 58]


[Leomund’s] Magnificent Mansion (Alteration/Conjuration)
Level: 7
Components: V; S, M
Range: 1”
Casting Time: 7 rounds
Duration: 1 hour/level
Saving Throw: None
Area of Effect: 300 sq. ft. per level of caster
Explanation/Description: By means of this spell, the magic-user conjures up an extra-dimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area will see only a faint shimmering in the air, an area of some 4’ in width and 8’ in height. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they will behold a magnificent foyer and numerous chambers beyond. The place will be furnished and contain sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spell caster has levels of experience. There will be a staff of near-transparent servants, liveried and obedient, there to wait upon all who enter. The atmosphere and temperature will be clean, fresh, and warm.

Behold a Magnificent Foyer
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It will seem excellent and be quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and ravenous hunger will strike unless the individuals actually ate normal food. For each imaginary meal eaten inside the mansion, the individual must spend 1 hour sitting and eating normal fare. Failure to do so means that he or she has lost as many points of strength as he or she ate meals when in the mansion-like space. Such strength loss is restorable upon eating as noted, but this must be done within 6 hours or the loss of strength will be permanent. The components for this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast.
(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster’s wishes.)
[UA - 62]


“The enemy is anybody who's going to get you killed, no matter which side he is on.”
― Joseph Heller, Catch-22






One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:


Sources:
3010 Players Handbook 1e, 1978
011A Dungeon Masters Guide, 1st Ed., 1979
2011 Unearthed Arcana, 1985
2023 Greyhawk Adventures, 1988
Dragon Magazine
 

1 comment: