Friday 29 April 2022

Drawmij’s Spells

 

“The world is a book and those who do not travel read only one page.”
― St. Augustine


Drawmij
You would expect that the spells penned by Drawmij would largely concern the sea, navigating it, divining its depths, breathing in it, traversing it as rapidly as though one were born to it, what with his dwelling sur la mer.
Or that they would be instrumental in guarding one’s secrets. Few know his, for instance.
But in that you would be mistaken. I have to say, few (none, actually) reveal much about the man. Maybe that is as telling as are those we are aware of. Drawmij spent a considerable time “on the road,” and lived to tell the tale; or not tell the tale, in his case.
Those spells of his that are in circulation (or might I say, those spells we are aware of) must have been researched while he was concerned with adventuring. They are about getting from here to there, and carrying loot; and in a few cases, with safeguarding one’s skin. All worthy tools if you were delving dungeons.
As to what he may have developed after his inclusion in the Circle of Eight, your guess is as good as mine. They are all likely under lock and key, as it were, in his citadel under the sea.

Level One
Drawmij’s Beast of Burden
Drawmij’s Light Step

Level Two
Drawmij’s Adventurer’s Luck
Drawmij’s Breath of Life
Drawmij’s Scent Mask
Drawmij’s Swift Mount

Level Three
Drawmij’s Marvelous Shield
Drawmij’s Iron Sack

Level Four
Drawmij’s Handy Timepiece
Drawmij’s Instant Exit
Drawmij’s Protection from Non-magical Gas
Drawmij’s Tool Box

Level Five
Drawmij’s Flying Feat

Level Six
Drawmij’s Beneficent Polymorph
Drawmij’s Merciful Metamorphosis

Level 7
Drawmij's Instant Summons



Drawmij’s Beast of Burden (Alteration)
Level: 1
Components: V, S, M
Range: 30 yds
Casting Time: 1 round
Duration: 2 hours/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell partially lightens goods placed upon a single mount. The effective encumbrance of all objects on the mount, including riders, is reduced by one-half, in effect doubling the amount of weight the mount can carry.
A mount that suddenly finds itself carrying one-and-one-half its maximum load without the spell’s protection cannot walk, slowly sinks to the ground, and stands a 50% chance of going lame. A mount suddenly burdened by twice its maximum load collapses to the ground, suffering 1d6 points of damage and automatically going lame.
The material components are a lodestone and pinch of metal filings.
[GA – 54]

Drawmij’s Light Step (Alteration)
Level: 1
Components: V, S, M
Casting Time: 1 segment
Range: Touch
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: One creature
Drawmij’s Light Step
Explanation/Description: This spell gives a creature a very limited form of levitation. The creature walks normally over any surface, but walks so lightly that no tracks are left behind. If the creature breaks into a charge or run the spell ends immediately.
The creature can also move across a fluid as well as a solid surface, but the movement rate is reduced to one-half the creature’s normal walking rate, as the creature must step carefully. The light step spell will not enable a creature to walk across turbulent water or ocean waves, however, since the chaotic motion of the fluid disturbs the levitation field. The spell actually makes the creature unable to activate pit traps. It doesn’t allow the creature to leap higher or jump safely from a cliff, only to walk with a lighter step. This spell will also increase the movement rate of the creature by 50 percent for the duration of the spell. The material components are a bit of fur taken from a cat’s paw and a duck’s feather.
[GA – 54]

Drawmij’s Adventurer’s Luck (Alteration)
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 3 turns
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell bestows upon the touched creature a special form of luck. For the duration of the spell, the recipient of this magic can act as though he or she were holding a luckstone and using its magical effects. The material component is 5,000 gold pieces worth of ruby dust sprinkled over the creature’s head; this vanishes after the spell expires.
[GA – 54]

Drawmij’s Breath of Life (Alteration)
Components: V
Range: 100 yds
Casting Time: 1/6 segment
Duration: 5 turns
Saving Throw: None
Area of Effect: 1 creature/level
Casting Time: 2 segments 
Saving Throw: Special
Explanation/description: With the power of this spell, the mage can endow one or more creatures with sufficient endurance to hold their breath for five full turns. Affected creatures cannot drown or be subject to the effects of inhaled gases while holding their breath. The caster can bestow the spell upon one creature for every level of experience. The spell is only one word long, and has no somatic or material components, so the mage can cast the spell quickly in an emergency.
[GA – 54]

Drawmij’s Scent Mask (Illusion/Phantasm)
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1 creature/level
Explanation/Description: This spell will conceal all odors emanating from a creature for the duration of the spell. If cast upon the mage or another person, that person cannot be detected by scent. The recipient of this spell cannot be tracked by an animal or being that uses its sense of smell to track, such as a bloodhound. If cast upon a creature that uses its odor as a weapon or form of defense, the spell negates the odor if the creature fails a save versus spells. The musky odor of a skunk or wolverine or the stench of a troglodyte could be suppressed by the spell. The material component is a scentless flower.
[GA – 54]

Drawmij’s Swift Mount (Alteration)
Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 2 hours + ½ hour per level
Saving Throw: None
Area of Effect: One mount per two levels
Explanation/Description: This spell will double the movement rate of any mount that runs, swims, or flies for the duration of the spell. After the spell expires, the mount is completely exhausted and refuses to move any farther for 24 hours. The spell will in no way increase the amount of weight a mount can carry. The maximum encumbrance limit for the mount is unaffected. Overloading the mount beyond its limit automatically negates the spell. Drawmj’s beast of burden cannot be combined with swift mount to increase the load a racing mount can carry. The material component for the spell is a hare’s foot or a bit of fur from a cheetah.
[GA – 54]

Drawmij’s Marvelous Shield (Evocation)
Components: V, S
Range: 0
Duration: 1 turn/level
Area of Effect: The mage
Casting Time: 3 segments 
Saving Throw: None
Explanation/Description: This spell is an improved version of the 1st level shield spell. The improved shield will protect the caster against attacks from all sides, including the rear and above, provided the mage is aware of the attack. A surprise attack will completely dispel the protection of the improved shield. The protection afforded by the spell is -2 against all attacks, so the improved shield acts as AC 0 against hand-hurled missiles, AC 1 against device-propelled missiles, and a -2 bonus on the mage’s armor class against all other attack forms.
[GA – 54,55]

Drawmij’s Iron Sack (Alteration)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 6 hrs + 2 hrs/level
Saving Throw: None
Area of Effect: One sack
Explanation/Description: This spell will provide greater protection for the contents of one normal sack or backpack. An affected sack is protected as if the interior were completely lined with inch-thick solid steel, although the sack becomes no heavier or less flexible. The sack makes its saving throws against physical or magical damage as if made of hard metal, with an additional +2 bonus applied to the saving throw. Items within the sack must check only if the sack fails its check. The material component is a strip of leather with mail sewn on one side.
[GA – 55]

Drawmij’s Handy Timepiece (Conjuration/Summoning)
Components: V, S, M
Range: 0
Casting Time: 1 hour
Duration: Length of other spell
Saving Throw: None
Area of Effect: Special
Explanation/Description: After this spell is cast, the next spell cast by the same caster is timed. A small golden gong appears in front of the caster and softly chimes a warning one minute before the spell ends. This magic only works with spells with a duration less than 48 hours. To cast the spell, the mage must collect a feather from a migratory bird, a fruit fly, a few grains of sand, a solid silver pendulum worth 100 g.p., and a solid gold orb of exquisite craftsmanship worth 5,000 g.p. all of these vanish with the end of the spell.
[GA – 55]

Drawmij’s Instant Exit (Alteration-Conjuration)
Level: 4
Components: V, S, M
Range: 30 yds
Casting Time: 1 segment
Duration: 1 round
Saving Throw: None
Area of Effect: Special
Drawmij’s Instant Exit
Explanation/Description: This spell enables the mage and others to use a limited and risky form of teleportation. When the spell is cast, a door suddenly appears on a wall or other flat surface within 3 yards of the caster. The caster and as many others who can pass through the door in one round (usually at the rate of one creature or person per segment) can enter into a zone of nil-space by passing through the doorway. When the door is closed behind by the mage, the mage and all those with him in the nil-space zone are teleported to a random location within 250 yards of the door. If the door is not closed before the end of the spell’s duration, then the door slams shut automatically at the end of the round. The door disappears when closed by the mage or after it shuts itself.
The party has no control over where they will be teleported, and there is always a 5% chance the spell will malfunction and dump the party into the ethereal plane. To determine where the mage and his friends are sent, consult the DM map, track back along the path of the party, and place them in a random area where they have been before. This spell cannot send the party into unknown territory. The material component is a miniature silver door decorated with ruby chips worth 5,000 g.p. that vanishes after the spell is cast.
[GA – 55]

Drawmij’s Protection from Non-Magical Gas (Abjuration)
Level: 4
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 20’ radius sphere about the caster
Explanation/Description: This spell creates a volume of space 20 feet in radius about the caster, within which all creatures are protected from the effects of all non-magical gases, fumes, and smoke. All natural gases that touch the edge of the sphere of protection are dispersed. The air within the sphere always remains clean, fresh, and replenished with oxygen, so those within the sphere will not suffer from lack of oxygen if the air outside is contaminated or its oxygen consumed by fire. The spell will not work underwater or in a vacuum. The sphere moves with the caster. It is dispelled if touched by magical gases or if the caster moves using magical means. The material components are a fan and a small vial containing perfume worth at least 100 g.p. Both vanish after the spell is cast.
[GA – 55]

Drawmij’s Tool Box (Conjuration/Summoning)
Level: 4
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This useful spell permits the mage to temporarily acquire one to ten tools when needed. The object or objects conjured can be as large as 200 g.p. encumbrance value of goods. The caster can continue exchanging items for new items throughout the duration of the spell. The caster can conjure a hammer and chisel in the first round, exchange them for a saw in round five, trade the saw for a pry bar in round eight, and so on. Only non-living matter can be conjured. The tools cannot be taken more than 100 yards away from the box. The box is immovable and only the caster can take tools from it. The only tools that can be taken from the box are things that a carpenter or builder might have. Things that shouldn’t be taken from the box include: thief tools, wax key blanks, ball bearings, magical weapons, and gem cutter blades. Things that might be in a skillful carpenter’s box include: rope, skeleton key, huge hammers and metal stakes, large canvas sheets, nets, and sand. The material component is a miniature wooden tool box.
[GA – 55]

Drawmij’s Flying Feat (Alteration/Enchantment)
Level: 5
Components: V, S, M
Range: 10 yds
Casting Time: 1 round
Duration: 3 turns/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This special flying spell is not cast upon a creature but an object. The enchanted object gains the power to fly up to 180 feet per round under the caster’s direction. A broom, chair, table, carpet, wagon, or hut could all be made capable of flight. The mage can affect up to 500 g.p. weight per level of the caster, and the object can carry twice that amount of weight in passengers or freight if the object is large enough and sufficiently strong to support the weight under normal circumstances. An 18th level mage could lift a 9,000 g.p. weight boat and up to 18,000 g.p. weight of cargo, for example. The caster must concentrate upon the flying object to direct its motion and maintain its flight. If the caster is knocked unconscious, stunned, or slain while directing the flying object, the object will immediately begin to plummet earthward as a falling object. The material component is a wing feather taken from a roc.
[GA – 56]

Drawmij’s Beneficent Polymorph (Alteration)
Level: 6
Components: V, S, M
Range: Touch
Casting Time: 6 segments
Saving Throw: None
Duration: 1 turn/level
Area of Effect: Creature touched
Explanation/Description: This spell endows the touched and willing creature with all the benefits of a polymorph self spell. The creature affected does not need to make a system shock roll to survive. While the first form taken by the creature is chosen by the caster, the creature is totally in control of its form changes for the remainder of the spell’s duration, and can change form as often as it wishes, abiding by all the limitations of polymorph self: The spell does not bestow any special abilities of a polymorphed form. The spell does not affect the creature’s mental state in any way. When the creature returns to its original form, 1d12 hit points are restored.
The material component of the spell is a soft, silk caterpillar cocoon.
[GA – 56]

Drawmij’s Merciful Metamorphosis (Alteration)
Level: 6
Components: V, S, M
Range: 10 yds/level
Casting Time: 6 segments
Duration: Permanent
Saving Throw: Negates
Area of Effect: One creature
Explanation/Description: Drawmij developed this spell as a merciful way to get rid of an adversary. The spell polymorphs an opponent into another creature as does polymorph other, but the target’s save is made at -2. The target can only be polymorphed into a natural animal no larger than a typical herd beast. The polymorphed creature does not need to make a system shock roll to survive the spell. The polymorphed creature automatically assumes the mental state of the animal, forgetting all knowledge of its previous self. The animal does not radiate magic or the creature’s original alignment aura, so there is little evidence the animal was anything other than what it appears to be now. If returned to its original form by dispel magic or a wish, the creature will be quite bewildered, suffering the effect of a confusion spell for 2d4 rounds. After the confusion passes, the creature gradually recovers its previous knowledge and memories over a period of 1d4 days. The material component is a cocoon soaked in a balm of honey, powdered yellow-white moss agate worth 500 g.p., and powdered emerald worth 700 g.p., all of which vanish with the casting of the spell.
[GA – 56]

Drawmij's Instant Summons (Conjuration/Summoning)
Level: 7
Components: V, S, M
Range: Infinite + special
Casting Time: 7 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: One small object
Drawmij's Instant Summons
Explanation/Description: When this spell is cast, the magic-user teleports some desired item from virtually any location directly to his or her hand. The object must be singular, can be no larger than a sword is long, have no more mass and weight than a shield (about 75 g.p. weight), and it must be non-living. To prepare this spell, the magic-user must hold a gem of not less than 5,000 g.p. value in his or her hand and utter all but the final word of the conjuration. He or she then must have this same gem available to cast the spell. All that is then required is that the magic-user utter the final word while crushing the gem, and the desired item is transported instantly into the spell caster's right or left hand as he or she desires. The item must, of course, have been previously touched during the initial incantation and specifically named, and only that particular item will be summoned by the spell. If the item is in the possession of another creature, the spell will not work, but the caster will know who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily physical grasp) of another creature. For each level of experience above the 14th, the magic-user is able to summon a desired item from 1 plane further removed from the plane he or she is upon at the time the spell is cast, i.e. 1 plane at 14th level, but 2 at 15th, 3 at 16th, etc. Thus, a magic-user of 16th level could effect the spell even if the item desired was on the second layer of one of the outer planes, but at 14th level the magic-user would be able to summon the item only if it were on one of the Elemental Planes or the Astral or the Ethereal Plane.
[PHB – 87]




“It is good to have an end to journey toward; but it is the journey that matters, in the end.”
― Ursula K. Le Guin, The Left Hand of Darkness




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:
2010 Players Handbook 1e, 1978
2011A Dungeon Masters Guide, 1st Ed., 1979
2017 Unearthed Arcana, 1985
2023 Greyhawk Adventures, 1988
Dragon Magazine

No comments:

Post a Comment