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Art of the Wild Prince

Piper's Servitor‡
(Alteration)
(Wild)

Level: 9
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to create a special homunculus without the need for an alchemist. This spell combines all the processes used to create homunculi into one spell with an extended casting time. In addition, this spell creates homunculi with additional abilities beyond their norm, since its casting involves at least one wild magic spell during the casting of this greater spell.

All benefits of having a homunculus are exactly the same as detailed in the Monstrous Manual tome, such as telepathic links to its creator, wings for mobility, a minor bite that causes sleep, and its usefulness as a living tool to aid the wizard. Servitor homunculi created by this spell are also 20% magically resistant in addition to sharing their creator and master’s saving throws. However, this spell also incurs all the drawbacks of a homunculus, from its muteness as small size to the greater link incurred between creature and creator: If a servitor is destroyed, its creator suffers 6d4 points of damage in sympathetic pain.

Only three known wild magic spells work within the confines of this spell and within the form of the final servitor homunculus. Listed below are the three spells and their effects in the servitors.

  • Erratic Movement*: This spell alters the look of the homunculus, giving it longer legs and leaner, yet stronger muscles for leaping and moving quickly. The servitor moves similar to that of some undead, jerking and moving with unnatural speed; thus when moving he quivers and shakes like a tortured soul, and has his movement rate increased to 8, Fl 22 (A). Furthermore, it’s skin is translucent, allowing it to blend into the background of any location, thus creatures trying to strike the servitor attack with a -2 penalty; although attackers with the blind fighting proficiency only suffer a -1 to hit.

  • Mimic*: This servitor can temporarily absorb an ability of anyone it comes into direct physical contact with, twice per day. This absorption includes, but is not limited to: class benefits, proficiencies, magical powers, psionics, unique abilities, and weapon specialization. Thus, the caster could cast this spell and then touch a fighter to gain specialization in the long sword, or whatever other weapon of choice the warrior has, a psionicist could be robbed of his mind powers, etc. If the being is willing, the process to gain the ability takes place without a problem. If the creature touched does not wish this “borrowing” to occur, the creature receives a saving throw vs. spell to prevent the transfer of power from happening.

  • Nahal’s Mixed Magics*: The homunculus created with this added spell bears tiny motes of sparkling chaos that dance about it out to a radius of a foot away from it’s body. These motes of chaotic magic cause wild surges for all who cast spells within a 90' radius of the servitor 20% of the time. Victims affected with magic resistance can roll to remain unaffected, otherwise the target's spell becomes a Nahal's reckless dweomer spell; furthermore, since the affected spellcaster is not used to chaotic energy in his spellcasting, he suffers a penalty equal to the level of the creator of the servitor. Wild mages who know the spell Nahal's reckless dweomer are unaffected, by this penalty to their roll on the Wild Surge Result table in the Tome of Magic, and likewise gain their normal level bonus added to their rolls when their magic is twisted into a reckless dweomer.

    During the casting, the mage must draw a pint of his own blood into a specially-prepared receptacle, and then add 2 ounces each of the "perspiration of an illithid," "tears of a drider," the "saliva of a grimlock," and 5,000 gp worth of rare herbs and spices that grow only in Calimshan and Raurin. Once all the component ingredients are in the receptacle, the wizard must continue the casting. Mages who study this spell discern that it involves castings similar to mending, mirror image, and wizard eye, the three standard spells used in creating homunculi. As the homunculus coagulates slowly within the receptacle, the mage casts the final alteration spell to give the servitor its special powers. With the final spell, the servitor homunculus slowly coagulates into its final form (far more slowly than a standard homunculus) over the course of an hour.

    Notes: Unique to Jordon "Piper" Silverblade of the FORGOTTEN REALMS setting.

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