Legacy Magics of Arreton
©1992 Franklin W. Cain
(In alphabetical order):
(First Level Spells)

(Second Level Spells)

(Third Level Spells)

(Fourth Level Spells)

Arreton's Immaterial Porter

Level: 4
Range: 10 yards
Components: V, S, M
Duration: One hour/level
Casting Time: One round
Area of Effect: Special
Saving Throw: None

This improvement of hovering diskette creates a disc of any circular or oval shape from six to ten feet in diameter or width that can support up to 500 pounds per level of the caster. The porter can fly (at a movement rate of 9) at any height or location relative to the caster so long as it remains within range of the caster. If the caster ever orders the porter to move beyond his range, or if he ever releases it from his command, the porter remains fixed in its last location for the remainder of the spell duration.

The material component for this spell is a miniature wagon of fine workmanship (100 g.p. value min.) which is not consumed in the casting of this spell.

(Fifth Level Spells)

Arreton's Arcane Henchman

Level: 5
Range: 60 yards
Components: V, S, M
Duration: One hour/level
Casting Time: 5
Area of Effect: None

This improvement of invisible servitor differs from that spell only as detailed herein. The henchman has an effective Intelligence rating (used to evaluate complex commands) equal to the lesser of the caster's own Intelligence, the caster's own Wisdom, or half the caster's level (round up). Likewise, the henchman has an effective Strength rating based on the caster's level (as shown below). This Strength rating is used to determine the henchman's ability to carry loads, open stuck doors, lift metal gates, bend metal bars, and so on.

Although the henchman cannot directly engage in combat, it can manipulate inanimate, unheld objects so as to affect whatever combat is going on. For example, the henchman could pull down a curtain or tapestry, or it could press a tripwire that opens a trap door. There is no limit to the number of objects that the henchman can manipulate at any one time. However, the total weight of all these objects cannot exceed the maximum weight the henchman can carry, and all of these objects must be within the area of effect.

The material component for this spell is a small bell engraved with the caster's name.

(Sixth Level Spells)
(Seventh Level Spells)

Arreton's Arcance Arsenal

Level: 7
Range: 10 yards/level
Components: V, S
Duration: One round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: ½

When this spell is cast, the wizard has a "pool" of magical energy equal to three "dice" per level (with each "die" being 1d4+2). At the time of casting, the wizard must decide how to divide this energy: into one-die missiles; into three-dice missiles; or, into six-dice missiles. Once decided, any fractional remainder is lost (for example, a 15th-level mage casting this spell could have 45 missiles of 1d4+2 each, 15 missiles of 3d4+6 each, or seven missiles of 6d4+12 each).

Depending on the size of the missiles, the wizard may be able to fire more than one missile per round. If the missiles are six "dice" each, then he may fire only one missile from this spell per round. If the missiles are three "dice" each, then he may fire up to three missiles per round. If the missiles are one "die" each, then he may fire up to 12 missiles per round. See the appropriate rules on multiple attacks and initiative.

Each missile unerringly strikes its designated target, doing the appropriate amount of magical damage to its target and to everything else within a five-foot radius around the target. Just prior to launching each missile, the wizard specifies what type of damage that particular missile will cause, choosing from fire, ice/frost, or lightning/electricity. Depending on the circumstances, the wizard could cause a considerable amount of incidental damage in addition to the damage directly caused by the missiles themselves.

While this spell is in effect, the wizard can cast other spells or use magical items, but he cannot fire any missiles from this spell during any round in which he does these other actions. Also, any missiles that haven't been fired by the time the spell duration expires are lost.

(Eighth Level Spells)

Arreton's Battery of Spells

Level: 8
Range: 0
Components: V, S, M
Duration: Special
Casting Time: One turn
Area of Effect: Caster only
Saving Throw: None

The wizard may cast this spell only after having a good night's rest, but before memorizing any spells for the day. By casting this spell, the wizard will be able to memorize a number of additional first through fourth-level spells whose totaled levels do not exceed his own level. These bonus spells must be used within one day (24 hours) or else any unused spells remaining will fade from the wizard's memory. If the wizard casts this spell while still under the effects of a previous casting of this spell, any bonus spells remaining from the previous casting of this spell are lost.

The material component for this spell is a vial of dragon's blood (the dragon can be of any spell-casting species, but it must have been at least "very old").

(Ninth Level Spells)