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THE CASTLE MAGE

By Tim Martin

Just as the sea mage appeared to provide a measure of equity for ships against magical attacks and sea creatures, the castle mage has appeared to aid castles and troops in defending fixed land fortifications. The sea mage has spells to combat sea creatures (Shipshock), fires and fire-based attacks (Cloudburst, Precipitation, Flamedouse, and Flame Resistance), physical damage to the ship (Repair Breech, Plug Leak, Phantom Sail), and the danger of underwater obstacles (Depth Warning and Collision Alarm) - all designed to increase the lifespan and effectiveness of a ship. Why should not castles, forts, and towers have similar aid? In a world of giants, dragons, elementals, and powerful wizards, this only makes sense.

By necessity, some of the spells formerly unique to the sea mage are present in this group of spells. The sea mage provided a great deal of inspiration for me for this group of spells, and the primary articles in which that information is located included the two wonderful articles in Dragon Magazine # 235 (November 1996), "Mage on Deck" by Ted Zuvich and "Arcane Lore I: Sea Spells" by Brain Dunnell. Other sea mage type spells can be found in the excellent Al-Qadim: Arabian Adventures by Jeff Grubb (1992).

If one has access to the above sources, I recommend the following spells for any decent castle mage:

From "Mage on Deck" by Ted Zuvich: Cure Lumber (for aid in building wooden fortresses), Detect Structural Flaw, Preserve (for castle stores of food), Protection from Rust, Vermin-ward (which incidentally may stop Insect Plague and Creeping Doom), Eagle-vision (to spot approaching attackers), Flamedouse, Intruder Alert, and Robust Construction. From "Arcane Lore I: Sea Spells" I recommend Flame Resistance and Otiluke's Screen. From the Arabian Adventures tome Waterbane is nice, though I include it primarily as it is the source for Shipshock, the basis for my Castleshock spell.

Castle mages arrived originally from the world of Toril, but soon spread to other realms such as Oerth and Mystra. They are closely related to sea mages, in that they are not mages who specialize in a form of magic, such as elemental substances or illusions, but rather towards fulfilling a role - the protection of castles.

Otherwise castle mages are similar to wizards as far as races this class is open to, weapon restrictions, numbers of weapon and non-weapon proficiencies, hit points, saving throws, spells available per level, and experience point numbers needed to advance.

SECOND LEVEL

Aim Bonus (Alteration)

 Range:  Touch
 Duration:  1 turn/level
 AE:  Creature touched
 Comp:  V,S
 CT:  2

By means of this spell, the individual touched gains +1 on "to hit rolls" using any missile attack, be it crossbow, arrow, or siege engine. This spell is primarily of use to castle mages to increase the effectiveness of a castle or fort's archer and crossbowmen contingents, or even more effectively to make a land fortifications ballistae, mangonels, and catapults more effective.

Plug Hole (Alteration)

 Range: 10 Comp
 Duration: 2 hours + 1 turn per level
 AE: Special
 Comp: V,S
 CT: 4

This spell creates invisible walls of force that plug small holes in a castle, fort, wall, etc. and otherwise temporarily repair similar structural damage. Like the 2nd level sea mage spell plug leak (in "Arcane Lore I: Sea Spells"), it repairs one point of structural damage per two levels of the castle mage to a maximum of 10 structural points. Unlike the sea mage spell however, it repairs stone and metal (though not earth) as well. These force barriers eventually weaken and break, but they allow time for proper repairs to be conducted.

THIRD LEVEL

Heal Earth (Alteration)

 Range: Touch Duration
 Duration: Permanent
 AE: Special
 Comp: V,S
 CT: 1 round

This spell will completely restore the structural points to any construction of stone, earth, or wall such as a wall or a tower, but at the rate of 1 structural point per round for as many rounds as needed. Structures that have already been destroyed are not aided by this spell. The material component is a small gemstone worth at least 50 gp.

Phantom Guard (Illusion/Phantasm)

 Range: 0
 Duration: 5 rounds/level
 AE: 6 radius around targets
 Comp: V,S,M
 CT: 5

Related to mirror image and Crew of Phantoms (from "Mage on Deck"), this spell provides 2d4 exact duplicates of every individual on or in a particular structure (keep, gatehouse, one wall), up to a maximum of 30 people. Each real individual must be carrying a "badge" worth 10 gp, which need not be visible. The badges are not consumed by the spell. Otherwise, the spell acts if all members of a castle's guards in a certain area had a mirror image spell placed upon them.

Shield Structure (Evocation)

 Range: Touch AE
 Duration: see below
 AE: One structure
 Comp: V,S,M
 CT: 3

This spell shields one structure and its occupants; the structure and the occupants gain a +1 to saves that pass through the shield that lasts as long as the shield is up. Also, the occupants each are protected from 1d6 hit points per level of the castle mage of physical damage, and the structure is protected from 1 structural point per level of the caster. When BOTH structural damage and physical damage protection has been exceeded, than the shield expires. Otherwise, the spell lasts 1 day/level of the castle mage. The castle mage need not concentrate or even be anywhere near the shield structure spell after having been cast. Multiple shields CAN be cast, though each additional shield takes twice the spell casting time. Shield structure works excellent against aerial and artillery attacks.

Material component is a small gemstone worth at least 75 gp.

FOURTH LEVEL

Create Hoarding (Evocation)

 Range: 50 yards
 Duration: Permanent
 AE: see below
 Comp: V,S,M
 CT: 5 segments

This spell creates a wooden hoarding, which are generally structures built atop a wall to allow defenders to stand over the wall's base and rain down missiles and other substances directly on enemies attacking the wall. The hoarding created gives three-quarters missile cover those inside, can accommodate 10 human-sized individuals, and has 2-4 structural points.

Material component is a broken arrow shaft and an iron nail, both consumed in the casting.

Protection from Elementals (Enchantment)

 Range: 30 yards +10 yards/level
 Duration: 1 turn/level
 AE: 1 turn/level
 Comp: V,S,M
 CT: 5 segments

For the duration of the spell, all elementals cannot attack a structure, be it a wall, tower, keep, or gatehouse. They cannot approach within 10 yards of it. If they are of higher than low intelligence, i.e. genies, they can save vs. spells at a -4 penalty to the roll. The effects on an individual controlling an elemental are negated; they still maintain control, but cannot order the elemental to attach the protected structure. One of the worse threats to any castle or fort are the terror of elementals, most particularly earth elementals. Wooden forts and structures fear fire elementals.

Restore Earth (Alteration)

 Range: Touch
 Duration: Permanent
 AE: special
 Comp: V,S,M
 CT: 1 round

This spell allows a castle mage to restore structural points to a structure comprised of either stone, earth, or metal at the rate of 1 structural point per level of the castle mage. The spell cannot restore a castle wall that has been smashed into gravel or a gate that has been destroyed - some structural points must remain in order for the spell to work. The material component is a piece of loam or earth mixed with scraps of metal, preferably iron or steel.

 

Castle Mage page 2 >

 


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