Franklenkainen's
Instant Foraging
(Conjuration/Summoning)
Level: 2
Range: One mile/level
Components: V, S
Duration: Instantaneous
Casting Time: One round
Area of Effect: Special
Saving Throw: None
This spell will teleport a quantity of inanimate plant matter within the spell's range to the caster's presence. At the time of casting, the caster can specify one "crop" per level. The precision allowed in specifying these "crops" is based on the foraging skills of the caster. A wizard without any such knowledge could specify "nuts, berries, and mushrooms" as three crops to be harvested by this spell. (Note that nothing was said about the crops being edible and/or nutritious.) A wizard with some knowledge in these matters could specify "nuts, berries, and mushrooms that are edible and nutritious," while a wizard with great skill could specify "chestnuts, blackberries, and shitaki mushrooms."
The DM has discretion over how much
of the "crops" desired are within
the spell's range;
however,
1d4 pounds per "crop" is suggested.
If the caster specifies a particular
"crop" more than once
(whether within the same casting or
by casting this spell a second time),
apply a cumulative penalty of -1 per die
above the first (min. of "0" per die).
For example, a 3rd-level mage casting this spell
for "nuts, nuts, and more nuts"
would get 3d4-3 pounds
(1d4, 1d4-1, and 1d4-2) of nuts.
Franklenkainen's
Meticulous Evisceration
Level: 2
By means of this spell (also known as
Franklenkainen's instant butchering),
the wizard can instantly butcher one or more
dead creatures,
separating any and all usable components
from their remains.
Certain components will require the caster
to have the appropriate containers
(flasks and jars for blood and organs, etc.),
or else those components will be lost
and irrecoverable.
Furthermore, this spell will collect only
what the caster specifies;
the spell doesn't innately "know"
what parts of the dead creature are usable.
Finally, the quality of the extraction is related
to the knowledge of the caster.
Thus, a wizard without any knowledge
of hunting or butchering
will get poorly cut meats if he casts this spell
on a deer the ranger just killed.
Likewise, if he doesn't know anything about
leatherworking,
the deerskin he gets will be of poor quality
(ragged and virtually in tatters).
The wizard can cast this spell upon any number
of (dead) creatures whose combined hit dice
(when they were alive) doesn't exceed
two hit dice per level of the wizard.
Treat a monster having a bonus of +4 or more
hit points as having one extra hit dice.
All creatures to be affected by this spell
must be completely dead;
a troll at ᆣ hit points
and still regenerating isn't dead
and cannot be affected by this spell.
The material component for this spell
is a miniature knife of exceptional sharpness
(a scalpel).
Franklenkainen's
Precise Enumerator
Level: 2
With this spell, the caster can get
a more accurate count of the number of charges
contained by a magic item.
If the item has any command words,
the caster of this spell must know
at least one of them.
When casting this spell,
the wizard rolls a saving throw
vs. spells.
If he makes the saving throw,
this spell works correctly.
If he fails the saving throw by
no more than three, the spell fails.
If he fails the saving throw by four or more,
the spell works incorrectly,
and the caster gets an erroneous number
(the DM should roll an appropriate random number).
No matter how good the mage's saving throw is,
a natural 2 always fails,
and a natural 1 always gives erroneous
information.
Assuming the spell works correctly,
modify the current number of charges
contained by the item by the offset value
from the table below.
Give this new number to the character
as his "estimate"
of the correct number of charges.
For example,
if a wand currently has 87 charges,
the DM would roll 2d4-5 and add this to 87,
getting a final number from 84 to 90
as the estimated number of charges.
The material component for this spell
is a miniature abacus (500 g.p. value min.),
which is not consumed in the casting
of this spell.
Franklenkainen's
Instant Harvesting
Level: 3
This spell will instantly harvest
one specific crop from a field
within ten yards of the caster,
and teleport the harvested plant matter
to the caster's presence.
Only one "crop" can be specified
for a single casting of this spell.
For example, if the wizard casts this spell
on a field of corn and beans,
he can be harvest either the corn or the beans.
If the wizard casts this spell on a wheat field,
he can harvest either the grain (the kernels)
or the hay (the stalks).
This spell does not inately "know"
how to harvest the crop in question;
the caster must have such knowledge himself
or must have witnessed someone else
harvesting this type of crop before.
If the caster does have this knowledge,
the crop can be fully processed as needed;
wheat, rice, and other grains can be
"hulled,"
beans can be "snapped and
de-stringed,"
corn can be "shucked and
de-stringed,"
and so on.
Otherwise, only part of the labor of farming
has been avoided by using this spell.
This spell can affect a number of acres
equal to the square of the caster's level
(i.e., a 9th-level caster can harvest
a field of up to 81 acres).
Bear in mind that an acre is 43,560 square feet
(4,840 square yards),
and there are 640 acres in a square mile.
Franklenkainen's
Sorcerous Burnout
Level: 3
By means of this spell,
the caster attacks a spell-casting creature
with a powerful blast of anti-magic.
The amount of damage caused by this spell
is based on the level of the caster
and on the highest level of spell
(or spell-like ability)
used by the target creature,
whichever gives the lesser amount of dice.
The caster can do up to 1d6 per level;
however, the target creature can suffer
only up to 2d6 per level of spell
or spell-like ability.
Consider the following examples.
A 12th level mage casting this spell
upon a paladin (capable of using
heal disease,
a 4th-level priest spell)
will do only 8d6 points of damage
to the paladin.
The same wizard casting this spell upon
a genie prince (capable of granting major
wish, a 9th-level spell)
will do his full 12d6 to the genie.
The material component for this spell
is a small lodestone.
Franklenkainen's
Effortless Vigil
Level: 4
This spell gives one or more creatures
the ability to stay awake and alert
for a long period of time
without becoming exhausted.
The total amount of protection is
four man-hours per level of the mage.
This protection can be divided among
as many creatures as the caster wants,
but the time must be divided evenly
among the creatures, with any time
left over being lost.
Furthermore, the time of protection
must be in whole hour increments
(i.e.,
a seventh-level mage could protect
two people for three hours each,
and not for three and a half hours each).
Any creature protected by this spell
is immune to all effects that would
ordinarily be experienced by this lack
of sleep, even after the spell expires.
Furthermore,
creatures protected by this spell are
completely immune to all
sleep-inducing magics.
Spellcasters must still rest to recover
spells,
and characters must still rest
to avoid and/or recover from fatigue,
or to heal their wounds,
but such rest is done while conscious.
The material component for this spell
is one coffee bean per creature to be
protected.
Franklenkainen's
Accelerative Anachronism
Level: 5
While under the effects of this spell,
the caster is quickened.
Furthermore,
the caster may cast two spells per round
(see the appropriate rules about
multiples attacks and initiative).
If he wants to cast a spell with
a casting time greater than one round,
each half of a round spent casting that spell
(while under the effects of this spell)
counts as a full round towards the casting
time of that spell.
The accelerative anachronism ages
the caster one year at the beginning
of each round of the spell's duration.
Mages with poor health (i.e., low
Constitution) generally do not survive
this spell due to the shock to their system
brought on by this unnatural aging.
The material component for this spell
is a vial of poppy juice.
(Alteration)
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: One round
Area of Effect: One or more corpses
Saving Throw: None
(Divination)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One turn
Area of Effect: One magical item
having charges
Saving Throw: Special
Current Number
of ChargesOffset Value
10 or less
No offset value
(the caster gets
the exact number
of charges)
11 to 30
1d3-2 (giving ±1)
31 to 60
2d3-4 (giving ±2)
61 to 100
2d4-5 (giving ±3)
(Third
Level Spells)
(Alteration, Conjuration)
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: One round
Area of Effect: Special
Saving Throw: None
(Abjuration)
Range: 30 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One magic-using creature
Saving Throw: ½
(Fourth
Level Spells)
(Abjuration, Enchantment/Charm)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: One or more creatures
Saving Throw: None
(Fifth
Level Spells)
(Alteration)
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Caster only
Saving Throw: None
(Sixth
Level Spells)
(Seventh
Level Spells)
(Eighth
Level Spells)
(Ninth
Level Spells)