From: ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs])
Subject: New Spell idea, comments needed
Reply-To: wigs@yoyo.cc.monash.edu.au
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Mon, 23 Nov 1992 04:21:42 GMT

I've penned a new spell for the campaigns I play in, listed below. It has 
not been playtested yet, but I think I see a game balance problem with it.

Firstly, the spell:
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KNOTS AND BINDS (Enchantment)			Level:	3? 4?
						(higher than 2)
Author:		[Aaron Wigley]
Range:		5 yards
Components:	V, S, M
Duration:	Special
Casting Time:	2
Area of Effect:	Special
Saving Throw:	None

	This spell causes a short length of rope, hair, ribbon, twine or 
thread (up to 1 foot/level of caster long) to weave and knot itself 
around/in anything the caster wishes (even itself). This spell can be
cast onto existing knots. The knots can be quite intricate, and hard to
follow. 
	By itself, the spell cannot cause limbs to be tied or mobility 
restructed (unlike the 2nd level spell 'bind'), but its main use is to 
contain another spell, and delay it's effects, as detailed below.
	The second spell must be cast immediately after Knot and Binding is 
cast (add the two casting times together). Alternativly, two wizards (or
even a priest) can work on such knots - one casts this spell, the other 
casts the intended spell, then they combine their efforts. 
	If the added spell is instantaneous, the second spell will not 
activate when it is cast, but rather, its potential will be stored in the 
thread. The caster has the option when the knot spell is cast as to
whether Permanant or special duration spells are activated when the knot
is tied, or when the knot is untied. In such cases, the target is the
person to whom the knot is tied, or the person who untied the knot.
	The stored energy will last for 2 days per level of the caster, 
in the case of instantaneous spells, until it disipates harmlessly; or 
when the knots are undone, or the rope is cut, at which time the spells 
effects are unleashed. The object the knots are on is the target of the 
spell and the person who cut the knot. If the knots arn't on anything, 
the person who undid/cut the knots is the target.
	In the case of Permanant or special duration spells, the spell is 
generally ended when the knot is untied or cut, although there may be traps 
attached.
	The caster can untie the knot at any time safely, either
physically or upon command. The caster can then retie the knot upon
command or physically.
	To actually get the knot onto someone, the caster of the knot
spell must get within 5 yards of the target. The enchanted bonds will
then entwine themselves onto the target.
	If Dispel Magic is cast onto the knots, two checks are needed.
If the knot spell itself becomes dispelled, then the contained spell
needs to be tested. If the contained spell survives the dispel magic, it
activates. If the knot spell survives, the contained spell automatically
survives.
	Material compontents are a section of rope/twine/ribbon that
becomes knoted. It is not consumed at the end of the spell.

	Typical applications:

	A 'curse' spell is woven into the ribbon, and it is attached to
someone. For the duration of the curse spell, the person suffers the curse 
effects.
	A fireball spell is cast on a section of rope, used to tie shut 
a bag. If someone opens the bag, the fireball goes off into their face.
the caster can untie the bag safely, and retie it.
	An 'armor' spell is cast on a section of rope. The caster keeps
the rope in his pocket, and if attacked, unties the knot.
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	Ideas on what level this spell should be?

	Any sugestions to stop abuse of this spell. I can easily imagine
abuse in the form of characters making up heaps of knots with Cure Wounds 
contained within them, or does anyone think I shouldn't worry about this?

Other comments ?

The Wigs of Oz,
Aaron Wigley
Newsgroups: rec.games.frp.dnd