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The Spells of the Drunken Mage

Arkon’s Artificial Intelligence‡
(Alteration)
(Artifice, Incantation)

Level: 9
Range: 10 yds.
Components: V, S, M
Duration: Permanent
Casting Time: 1 day
Area of Effect: Special
Saving Throw: Neg.

This spell is a very powerful and potent version of the enchant an item spell, except that it bestows an already magical item with sentience. The item to gain this Intelligence must always be within 10 yards of the caster, and the magical items to be expended to grant such a sentience must also be no farther than 50 feet from the casting wizard at any time, or they can not be used in this spell.

The caster must sacrifice a numerous amount of already existing magical items to power this intelligence-creating spell. For every five pluses or powers items possess that are destroyed by this mighty magic, the selected item gains an Intelligence score of 1! (Charges from items may only be used with the DM’s permission and even then it will take at least 15 charges to create one point of Intelligence.)

Each item so sacrificed must fail a saving throw vs. disintegration to be helpful to the spell. If an item passes its save, it does not count towards the new Intelligence score of the item to be enhanced, as it breaks up and is destroyed before it can be absorbed into the item that is set to be “awakened” into the realms of the thoughtful.

A caster must purify all the magical items to be used and/or affected by this spell for a full 8 hours. Plus, after the spell is completed he suffers the temporary loss of 8 points of Constitution until he has at least 8 hours of bed rest (all the hindrances of the 1st-level wizard spell, identify).

Thus an item could be granted an Intelligence score of 14 by the sacrifice of the following magical items: a long sword +5, a dagger +3, a dagger +2, a mace +2, a magical staff, 3 medium shields +3, a short sword +1, a charged staff of the elements (air), a dart +1, 10 light crossbow bolts +2, 6 flight arrows +1, and an arrow of slaying undead; which bestows the 14 points of Intelligence to the item. The breakdown of the distribution that leads to the Intelligence gain is as follows, long sword: 5 pluses = 1 Int, dagger & mace: 3 + 2 = 1 Int, dagger & staff: 2 + 2 + 1 for the extending power = 1 Int, 3 shields & short sword: 3 + 3 + 3 + 1 = 2 Int, staff & dart: 2 + 11 for powers + 1 for elemental absorption ability + 1 = 3 Int, bolts: 2 x 10 = 4 Int, all arrows: 1 x 6 + 3 + 1 for slaying power = 2 Int, for a total of 14 Int!

The caster and the DM would then determine any powers it gains from its sentience, by using the Intelligent Magical Weapon Table in the back of the DMG.

The material components for this spell is many magical items, which suffer the loss of their magic to create the artificial intelligence in the newly improved item.

Notes: Unique to Arkon Zutat of the FORGOTTEN REALMS setting.

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