Legacy Magics of
Franklenkainen

©1992 Franklin W. Cain :-)
(In alphabetical order):
(First Level Spells)

(Second Level Spells)

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
(Alteration)

Level: 2
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: One round
Area of Effect: One or more corpses
Saving Throw: None

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
(Divination)

Level: 2
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One turn
Area of Effect: One magical item having charges
Saving Throw: Special

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.


(Third Level Spells)

Franklenkainen's Instant Harvesting
(Alteration, Conjuration)

Level: 3
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: One round
Area of Effect: Special
Saving Throw: None

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
(Abjuration)

Level: 3
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

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.


(Fourth Level Spells)

Franklenkainen's Effortless Vigil
(Abjuration, Enchantment/Charm)

Level: 4
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: One round
Area of Effect: One or more creatures
Saving Throw: None

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.


(Fifth Level Spells)

Franklenkainen's Accelerative Anachronism
(Alteration)

Level: 5
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Caster only
Saving Throw: None

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.


(Sixth Level Spells)
(Seventh Level Spells)

(Eighth Level Spells)

(Ninth Level Spells)