Sometimes a spell needs cast, but the target is nowhere around. Or they moved out of range (that jerk), or they were never actually really in range to begin with (dammit) but you just know they need that cure spell/fireball/dark hex dropped on their head and they needed it yesterday.
There’s a way to get around that!
The downside is that it’s not the nice swift casting many sorcerers, wyches and swordmages are used to. Not by a long shot.
The upside is that not only can you whittle that loooong timeframe down, you can also choose to boost the spell’s power the same way — by throwing bodies and treasure at the problem. Sort of like everything else in the world, when you think about it.
The basic premise is:
– You need a catalyst to fuel such extended spellcasting.
– You need to know where your target is (scrying magic is totally allowable).
– If you don’t also know your target well, you need a physical sample or a closely-associated object to draw the connection to the target.
– Any casting will take one hour, minimum. For every 10 miles away, add another hour.
– Anyone, including the target, who can sense magical energies will notice the buildup halfway through the process — and some may have the ability to target you, back through the building spell.
However, there are mitigating circumstances to make this slightly less painful:
– For every extra caster taking part in the ritual, either the total time may be lowered by one hour, or the spell (or the test against it) can be given a one-increment boost — another effective level’s damage die, if using those, or a save against it is given a -1 penalty, for example.
– Non-casters can help, but each requires an additional catalyst and, on top of that, take 1d3 “damage” to an ability for 24 hrs.
So if you really, really badly want that long-distance spell cast — or just to seriously boost a spell result closer to home — put in the time and give it a shot.
01. dragon’s tear
02. jadetree twig
03. lunargent ingot
04. lock of bloodlord’s hair
05. page of centuries-old manuscript
06. pair of darkwolf teeth
07. shadowmoth cocoon
08. swordsaint’s relic
09. angel’s talon
10. solaurum ingot
11. chain of blue-celestine links
12. consecrated altar-wood
Oh no, the spell was thwarted! What was the cause?
01. Nullmagic zone
02. Circle of countercasting ritualists
03. Sleeping in protective circle inscribed by tusk-wand
04. Was in a holy (or unholy) sanctuary
05. Peach-stone talisman, now charred
06. Angelic intervention
07. Diabolic intervention
08. Pact with a bloodlord
09. Transferred spell to second, willing target
10. Location and/or identity of target was not in fact accurate
11. Purified by salt and rose petals
12. Flaw in catalyst(s) used by ritual
Published by taichara