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Tsuwrah - Form.

Posted by Chartom MegillahFor group archive Z
Chartom Megillah
Wed 9 Dec 2009
at 18:56
  • msg #1

Tsuwrah - Form

The details of this məgillah (book), written in the Lashown Chartom (Wizard Language) explain how to modify chartom spells.  Specifically this məgillah explains that with enough intelligence, understanding of spellcraft, and the right məgillah, a chartom could conceivably do most anything, even become a deity.  This məgillahalso contains various entries by others who have searched for the complete collection of məgillahs and gives clues as to how to find them.

Lashown - Language
Chartom - Wizard
Məgillah - Book
Tsuwrah - Form/Subtype
Cheresh - Magic

Tsuwrah

In ancient times chartoms, especially Invar, were not bound to a specific collection of spells taught by masters or learned from dusty tomes.  Chartoms crafted spells the way artists crafted paintings.  They collected their knowledge of how to do this in the Chartom Məgillah, a set of məgillahs that is the foundation of all external magic.  That it was the Invar that discovered this and excelled at this is ironic given their alignment towards chaos.  Chartom magic on this order is highly organized and requires a lot of discipline.

The məgillah goes on to explain how to convert any spell already known to a different tsuwrah.  Fire to water to air to earth to death to life to electricity and so on.  The process of doing so seems fairly simple for most tsuwrahs and are easily learned by the most basic apprentice wizard.

Example: Burning Hands can be given the Electricity tsuwrah and have exactly the same effect otherwise.  Same AOE, same save, same everything except it is electricity shooting out in a wave rather than fire.

Example: Fireball can be given the Earth tsuwrah and have exactly the same AOE, damage, etc. but instead of a big ball of explosive fire you might have a large exploding boulder that sends out razor sharp shards instead.

Example:  Lightning/Chain Lightning can be given the Healing (Positive Energy) tsuwrah and heal all targets in a line or in the chain instead of damaging them.

To change spell tsuwrah roll spellcraft vs. the DC of the base spell + DC modifier for the change in tsuwrah.  Listed are the Lashown Chartom common words.  Others may have a more subtle tuning of the spell in question.

Example: Baraq means lightning whereas niytsowts means spark.

DC + 1

Fire - 'esh, charar, lahat
Electricity - niytsowts, baraq
Ice - qerach
Sonic - ruwa'
Arcane (Colorless/Typeless) - cheresh, 'anan
Acid - hamuts


DC + 2

Earth - 'erets, 'adamah, 'aphar
Water - mayim

DC + 5 [Requires Components]

Light - 'owr
Dark - 'amam
Metal - mətiyl
Crystal/Gem - gabiysh (general crystal), [there are multiple gem names]

DC +10 [Requires Components]

Healing - rapha'
Death - maveth
Knowledge - maddah, da'ath
Chaos - tohuw
Law - dath, towrah
Good - towb
Evil - ra', bi'uwsh, roa'


A note on pronunciation.  An apostrophe (') before or after a word means that it is part of a single word either before or after and should be pronounced that way.  "Fireball" then would be "Duwr'esh" but "Burning Hands" would be "Charar Kaph".

Other tsuwrahs might be possible depending on the tenacity and intelligence of the chartom in question.  [Ask me about a tsuwrah and I’ll prolly say yes.]  Caution is given that for some tsuwrahs, experimentation is essential because knowing the tsuwrah does not necessarily mean knowing the effect.

To cast spells while changing tsuwrah on the fly requires a spellcraft check to cast the spell and verbalizing the spell even if normally cast silently.  To actually learn the spell as a separate, memorizable spell that can be cast as normal takes one hour a day for a number of days equal to the DC of the spell.  Chartoms cannot cram all hours required into a single day.  Maximum hours per day is equal to half INT modifier.  The məgillah cautions against CRITICAL FAILURE (Natural 1 or 10 less than DC) saying that unwanted, even fatal results can manifest.  Caster beware.

Example:  Burning Hands (DC - 11) converted to Electrical Fan is a DC 12 (10 + Lvl 1 spell + DC 1 modifier) and will take 1 hour a day for 12 days to learn.  If the INT bonus is +4, then the chartom can spend 2 hours a day for 6 days to learn the spell.  After learning the spell it can be written in the spell məgillah and memorized as a normal level 1 spell.

IMPORTANT NOTE:  The DC to learn the spell is not the same DC to resist the spell.  Changing Burning Hands to Electrical Fan does not increase the DC by +1.  Electrical Fan is still saved at 10 + 1 (Spell Level) + INT Mod of Chartom.  Spells mods are harder to learn, not harder to resist.

The məgillah goes on to hint at some of the content of the other məgillahs.  Modifying Area of Effect (AoE), range, duration, number of targets and then finally something about fusing spells and ascension.

The final section swims before your eyes and cannot be read.


Spoiler text: (Highlight or hover over the text to view)

[Insight] Perhaps learning to use this book and using its knowledge will somehow unlock the unreadable section.



This message was last edited by the GM at 19:47, Wed 09 Dec 2009.
Vertium Thrusius
player, 142 posts
Invar
Wizard
Sun 27 Feb 2011
at 14:18
  • msg #2

Re: Tsuwrah - Form

Spells:

Electric hands (baraq yad)(DC 12) - focus is a miniature hand sculpted from glass (1gp)
Time spent in the cave: 1 Night (3 Hours)
Time Spent traveling: 3 Nights (9 Hours)
Status: Learned

Arcane ray (macca'cheresh)(DC 13)- no MC
Time Spent traveling: 4 Nights (13 Hours)
Status: Learned

Healing hands (marpe'yad)(DC 21)- at least 1ounce (1 dried sprig) of a plant used in healing kits or potions (2sp)
Time Spent traveling: 6 Nights (21 Hours)
Status: Learned

Negative ray (macca'maveth)(DC 22)- small dried bone (5sp - or found)
Time Spent traveling: 4 Nights (14 Hours)
Time Spent on the boat: 3 Nights (8 Hours)
Status: Learned

Knowledge Hands (DC 21)
Time Spent on the boat: 6 Nights (21 Hours)
Status: Learned

Chaos Hands (DC 21)
Time Spent on the boat: 6 Nights (21 Hours)
Status: Learned

Fire Missile(DC 12)
Time Spent on the boat: 4 Nights (12 Hours)
Status: Learned

Ice Missile(DC 12)
Time Spent on the boat: 4 Nights (12 Hours)
Status: Learned

Sonic Missile(DC 12)
Time Spent on the boat: 4 Nights (12 Hours)
Status: Learned

Acid Missile(DC 12)
Time Spent on the boat: 4 Nights (12 Hours)
Status: Learned

Earth Missile(DC 13)
Time Spent on the boat: 4 Nights (13 Hours)
Status: Learned

Water Missile(DC 14)
Time Spent on the boat: 0 Nights (0 Hours)
Status: Not started

Current Spellcraft + 10: 23
This message was last edited by the player at 17:34, Sat 12 Mar 2011.
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