Friday 10 March 2023

Rary’s Spells


“Reality exists in the human mind, and nowhere else.”
― George Orwell, 1984


Rary of Ket
When Rary of Ket comes to mind, the thought “traitor,” is likely soon to follow. Such was not always the case, though. Before being branded a traitor Rary was a respected sage, a patient peacekeeper and peacemaker. This is well captured in the following text:
Rary’s own personalized spells reflect his preference for “mental magic” over what he disparagingly refers to as “blood and thunder stuff.” He also prefers defensive magic for self-protection, and has been able to create a pair of bracers of defense unequaled in their protection. [CoG:FFF – 25]
This is held true by the lion-share of spells penned by the Circle of Eight’s former archmage of the west. His spells allow him insight into a person’s thoughts and emotions; indeed, in some cases, they allow Rary to tap into their very souls. Not all though: some spells increase the number of spells he can prepare, enhance those he casts, and prep one for an emergency. Only one is fierce in nature, his most recent and most powerful of his repertoire, his Vicious Missiles. Might its creation mirror his unfortunate fate in WGR3 Rary the Traitor? It might. If so, it really does tell a tale of what now goes on in that hitherto gentle sage’s deep, dark mind and soul.

Level One
Rary’s Empathic Perception
Level Two
Rary’s Aptitude Appropriater
Level Three
None
Rary’s Memory Alteration
Rary’s Mind Scan
Rary's Mnemonic Enhancer
Rary’s Spell Enhancer
Level Five
Rary’s Hesitation
Rary’s Mind Shield
Rary’s Replay of the Past
Rary’s Superior Spell Enhancer
Rary’s Telepathic Bond
Level Six
Rary’s Protection from Scrying
Rary’s Urgent Utterance
Level Seven
Rary’s Plane Truth
Level 8
Rary’s Vicious Missiles


Rary’s Empathic Perception (Divination)
Level: 1
Components: V, S, M
Range: 5 yds/level
Casting Time: 1 segment
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: One creature per probe
Explanation/description: This spell enables the caster to sense the basic emotions of a creature, person, or animal, such as fear, hunger, thirst, anger, pain, joy, or love. The spell will work on all creatures possessing a mind, but not automatons, golems, undead, or inhuman beings from other planes. Only one creature can be probed every five rounds, and the creature must be within the caster’s line of sight, not behind a door or wall. A shielded mind cannot be probed empathically. The material component for empathic perception is a copper piece.
[GA – 67]

Rary’s Aptitude Appropriater (Divination-Alteration)
Level: 2
Components: V, S
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: Special
Explanation/Description: By using this spell, the mage can temporarily acquire the ability to use a nonweapon proficiency known to another creature. The caster must touch the creature already possessing the desired skill. If the creature is willing to transfer his knowledge of the proficiency, the transfer takes place without difficulty. If the creature is unwilling to transfer the proficiency, the creature is entitled to a saving throw versus spells to prevent the transfer from occurring. The creature touched does not lose his knowledge of the proficiency, but merely allows the caster to know the proficiency as well. Only nonweapon proficiencies can be transferred by the spell. Other skills, abilities, powers, or types of knowledge will not transfer. The mage’s level of ability with the proficiency is exactly that of the original owner, even if the appropriate ability for the proficiency differs between the caster and creature.
[GA – 67]

Rary’s Memory Alteration (Enchantment/Charm)
Level: 4
Components: V, S
Range: 60 yds
Casting Time: 1 round
Duration: Special
Saving Throw: Negates
Area of Effect: One creature
Explanation/Description: This more powerful version of the forget spell allows the mage to actively alter a part of a creature’s memory. The portion of memory the caster can affect is limited to one specific event in the creature’s life. The memory of a real event can be altered as the caster wishes. The mage could replace real facts about the event with false ones, or even place a completely new memory into the creature’s mind, causing the creature to remember an event that never happened. The caster, however, is unable to remove a memory of an event in its entirety. There is no time limit on how far into the past an event can be altered. The creature is entitled to a save versus spells to avoid having his memory changed. A heal, restoration, or wish will correct any alterations made to a creature’s memory.
[GA – 67]

Rary’s Mind Scan
Rary’s Mind Scan (Divination)
Level: 4
Components: V, S
Range: 10 yds/level
Casting Time: 4 segments
Duration: 5 rounds/level
Saving Throw: Special
Area of Effect: One creature per probe
Explanation/Description: This spell allows for deeper study of an unshielded mind than ESP can accomplish. The caster can pick up the surface thoughts or emotions of a creature on the first round of the probe, read deeper thoughts or memories on the second through fourth rounds of study (allow save vs. spells), and all beginning with the fifth round. The caster may learn of a creature’s dreams, suppressed memories, or primal desires. One major fact or subject can be learned or studied per round of deep probing. The limits on which topics can be probed are the same as for the ESP spell.
[GA – 67]

Rary's Mnemonic Enhancer (Alteration)
Level: 4
Components: V, S, M
Range: 0
Casting Time: I turn
Duration: 1 day
Saving Throw: None
Area of Effect: The magic-user
Explanation/Description: By means of this spell the magic-user is able to memorize, or retain the memory of, three additional spell levels, i.e. three spells of the first level, or one first and one second, or one third level spell. The magic-user can elect to immediately memorize additional spells or he or she may opt to retain memory of a spell cast by means of the Enhancer. The material components of the spell are a piece of string, an ivory plaque of at least 100 g.p. value, and an ink composed of squid secretion and either black dragon's blood or giant slug digestive juice. All components disappear when the spell is cast.
[PHB – 78]

Rary’s Spell Enhancer (Alteration)
Level: 4
Components: V
Range: Special
Casting Time: Special
Duration: Special
Saving Throw: None
Area of Effect: Special
Explanation/Description: This one-word spell will focus and increase the effectiveness of a spell cast by the mage. The spell enhancer is cast first, followed immediately by the spell to be enhanced, during the same round. The enhanced spell will strike with greater power, resulting in a -2 penalty to all saving throws made against the spell.
[GA – 67]

Rary's Lost Spellbook
Rary’s Hesitation (Enchantment/Charm)
Level: 5
Components: V, S
Range: 10 yds/level
Casting Time: 5 rounds
Duration: 1 turn
Saving Throw: Special
Area of Effect: 1 spellcaster
Explanation/Description: This spell affects the mind of a targeted spellcaster, causing an involuntary hesitation before beginning any spellcasting process, including the use of devices or innate spell-like abilities. The hesitation increases casting time by 3, so a first-level spell such as magic missile has a casting time of 4. Further, the spell remains subject to disruption for the entire extended period. Creatures four or more levels (or hit dice) lower than the caster receive no saving throw. Those three levels lower to three levels greater receive a saving throw vs. spell at a 4 penalty. Those four or more levels greater than the caster save vs. spell at a -2 penalty.
{Dragon #249 – 92]

Rary’s Mind Shield (Alteration)
Level: 5
Components: V, S
Range: Touch
Casting Time: 1 round
Duration: 1 hour + ½ hour/level
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell is used to protect a creature from intrusions into the mind. Spells or mental powers that can probe a mind have no effect on the creature. The creature makes its saving throw at +2 against all enchantment/charm magic that can affect thoughts, memories, or behavior—charm, suggestion, quiet, emotion, fascination, or others. The mind shield allows a saving throw at - 2 to avoid a geas spell.
[GA – 67]

Replaying the Past
Rary’s Replay of the Past (Divination)
Level: 5
Components: V, S
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell enables the caster to read the residual psychic impressions in a room or area, replaying a past event as an illusion that everyone in the area can see clearly. When an especially unusual or violent event occurs, it leaves behind psychic vibrations that remain for years. The more important the event, the stronger the psychic residue and the longer the impressions last. When the mage casts the spell, the strongest impressions currently in the area enter the caster’s mind. The event that produced the psychic impressions is replayed in the caster’s mind in real time, so the replay takes as long to complete as the original event. The replay in the mind is crystal clear, so the caster can readily identify persons, creatures, or objects. If the spell is cast again in the same area, the event that created the second strongest psychic impressions will be replayed. The caster can continue replaying past events, reading weaker and weaker psychic impressions, until all psychic residue in the area has been reviewed.
[GA – 67,68]

Rary’s Superior Spell Enhancer (Alteration)
Level: 5
Components: V
Range: Special
Casting Time: 1/8 segment
Duration: Special
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell enhancer increases the amount of damage caused by a spell cast by the mage. The one-word spell enhancer is cast first, followed by the attack spell to be enhanced. When the attack spell is launched, all saving throws versus the spell are made at - 1. The spell inflicts an additional point of damage per die of damage of the spell, so a fireball inflicts 1d6 +1 point of damage per die. When a magic missile is cast after the spell enhancer, each missile does 1d4 + 2 points of damage.
[GA – 68]

Rary’s Telepathic Bond (Divination-Alteration)
Level: 5
Component: V, S
Range: 2"
Casting Time: 1 round
Duration: 2 turn/level
Saving Throw: None
Area of Effect: Two or more creatures
Explanation/description: With this spell, the mage can forge a telepathic bond between two or more creatures with an intelligence of 6 or higher. The bond can only be established between willing creatures. The creatures involved need not all speak the same language to communicate via the bond. The telepathic bond can be placed upon one creature for every three levels of the caster, so a 16th level mage can forge a link among five creatures. Once the bond is formed, the creatures can stay in contact only if they remain on the same plane. No special power or influence is conferred through the bond. A permanency spell does not have the power to make a telepathic bond a life-long link, but a wish spell does, although no more than two creatures can be permanently bonded together in this way.
[GA – 68]

Rary’s Urgent Utterance (Alteration)
Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: Up to 24 hours
Saving Throw: None
Area of Effect: One spell
Preparing a Spell
Explanation/Description: This spell empowers the mage to specially prepare another spell for quick casting in an emergency. Urgent utterance is cast first, followed by the spell to be readied, except for the last word of the spell. When the mage needs to cast the readied spell, the caster need only utter the final word of the spell. The utterance of the final word only takes one segment, saving much time on most spells. The readied spell will stay in the caster’s mind for only one day before it atrophies and fades out of memory. No more than two readied spells can be in the caster’s mind at any time. Almost any spell of level 6 or less can be readied for quick casting, except the following: find familiar, magic mirror, conjure elemental, contingency, enchant an item, ensnarement, guards and wards, legend lore, Tenser’s transformation, limited wish, simulacrum, true name, binding, permanency, succor, and wish. The material component is a sapphire worth 1,000 gold pieces, which is crushed when the spell is cast.
[GA – 68]

Rary’s Protection from Scrying (Abjuration-Divination)
Level: 6
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 1 hour + ½ hour/level
Saving Throw: None
Area of Effect: Creature touched
Rary the Sage
Explanation/Description: This spell will protect a creature from all scrying attempts or intrusive divination. Clairaudience, clairvoyance, ESE empathy, telepathy, crystal balls, or a magic mirror will not succeed in locating, detecting, or studying the protected creature. The creature will immediately become aware of the attempt, no matter how great the distance between the scryer and creature. If cast on himself, the mage has a 5% chance per level to divine the location of the scryer after one round of concentration. The scryer must save versus spells immediately or his identity will be revealed. Detect evil/good and know alignment will also not work on the affected creature. The material component is a star sapphire worth 5,000 g.p., which must be kept on the creature for the duration of the spell (and which vanishes after the spell).
[GA – 68]

Rary’s Plane Truth (Divination)
Level: 7
Components: V, S
Range: Special
Casting Time: 1 turn
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: One creature per 2 rounds
Explanation/Description: This spell is a more precise and exacting version of know alignment. A creature’s alignment will be revealed to the caster in the first round of study. With a second round of concentration, the creature’s home plane is revealed. The deity or deities worshipped by the creature also become known to the mage. One creature can be studied for every two rounds of the spell’s duration.
[GA – 68]

Rary’s Vicious Missiles
Rary’s Vicious Missiles (Evocation)
Level: 8
Components: V, S
Range: 60 yds. + 10 yds./level
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: 1 creature
Explanation/Description: A particularly nasty variant of magic missile, this spell is believed largely responsible for laying low Otiluke (if not also Tenser) in that fateful battle in the Great Hall. Rary jokes badly with Lord Robilar about renaming this spell Otilukes last tickle. Like magic missile, this spell creates missiles of magical energy that unerringly strike a chosen target. Unlike magic missile, however, only one target may be selected. One missile is created for every three levels of the caster (rounded down; no limit on the number of missiles) and each missile inflicts 1d4 + 2 hp damage. What makes this spell so deadly to spellcasters is that the release of the missiles is staggered over a number of combat rounds. Once the spell is cast, a single missile strikes the target immediately. Then each and every round thereafter on the casters modified initiative roll […], another missile strikes the target until all the missiles have been fired. After the target has been chosen, the caster need not worry about concentrating on the spell as all missiles will automatically strike the target unless the target moves out of range. Spells of lower than fifth level that protect against magic missile, such as shield, are not effective against the vicious missiles.
[Dragon #249 – 92,93]


“Your battles inspired me - not the obvious material battles but those that were fought and won behind your forehead.”
― James Joyce





One must always give credit where credit is due. This History 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:
Rary's Lost Spellbook, by George Vrbanic, from Dragon #249, 1998
Preparing a Spell, from Greyhawk Adventures, 1988
Sage, from Dungeon Masters Guide 1e, 1979
Rary the Traitor, by Ben Wooten, 2011

Sources:
1043 City of Greyhawk Boxed Set, 1989
2011 Players Handbook 1e, 1978
2011A Dungeon Masters Guide, 1st Ed., 1979
2017 Unearthed Arcana, 1985
2023 Greyhawk Adventures, 1988
Dragon Magazine #249

1 comment:

  1. Good stuff, as always, David!

    The Greyhawk Adventures book, while flawed, remains a useful font for inspiration, at the very least: I periodically revisit some of the GA spells myself, to make them more useful, swap around the ownership of them, etc. =)

    Allan.

    ReplyDelete