Moving in Mysterious Ways

The school of Apportation

 by Lachlan MacQuarrie

    The Complete Wizard's Handbook threw down a gauntlet to DMs everywhere, when it explained how to design a new school of magic but warned "Designing new magic schools is one of the DM's toughest jobs..." (page 22).  Well, here's one answer to that challenge - the School of Apportation - the movement of things or qualities through magic.

History

   It has recently been demonstrated that the mechanism underlying such spells as fly and blink is fundamentally different from the mechanism underlying other alteration spells.  To wit, the mage Falcor has shown that simple movement is an essential process, just like alteration or conjuration, and can be used to create spells.

   Since magical movement is called "apportation;" Falcor proposed that a new school of magic - the School of Apportation - had been discovered hiding among the Alteration spells.  Skeptics among the transmuter's guild were quickly silenced by Falcor's successful transfer of the color green from a blade of grass to a cat.  Although some illusionists offered to duplicate the feat, the point was made, and many apprentices flocked to Falcor's laboratory to study this new form of magic.

Description

   Spells of this school enable the caster to channel magical energy in such a way as to move a thing from one known location to another.  The thing being moved can be a person, an object, or even an attribute, such as weight or knowledge.

Specialist name

   Transfuser.  The rival term, "apporter," reminds most people of baggage handlers.

Allowed races

   Humans and half-elves can become transfusers.

Ability requirements

   Keen intuition is necessary to separate that which must be moved from that which must stay behind.  In addition, the ability to maintain a clear mental image of locations requires above(nd)average willpower.  Accordingly, specialists in this school must have a minimum Wisdom score of 15.

Saving throw modifiers

   All opponents suffer a -1 saving throw penalty against an apportation spell cast by a transfuser.  In addition, a transfuser enjoys a +1 saving throw bonus against apportation spells.

Bonus spells and acquired powers

   A transfuser can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of apportation.

   When a transfuser reaches 17th level, he rolls twice for inaccuracy when casting any teleport spell (such as teleport object or teleport other) and takes the best result.

   When a transfuser reaches 20th level, he gains the ability to cast a special form of proof from teleportation (a third-level spell from FORGOTTEN REALMS(R) Adventures, page 50), in addition to his other memorized spells.  This requires no verbal, somatic, or material components, and has a casting time of 1 (a moment's concentration).  The spell safeguards a 20-yard radius area from all teleportation magic; no one can either enter or leave the area via any form of apportation.  The area of effect is centered on the caster and moves with him and lasts for two hours (or until dispelled or voluntarily dropped).

Opposition schools

   The transfuser is denied access to the schools of Abjuration and Conjuration/ Summoning.

 

Table 1:

School of Apportation

1st level

2nd level

3rd level

Feather Fall

Bloodbridge*

Blink

Jump

Knock

Fly

Little Bird*

Levitate

Haste

March*

Mouse*

Slow

Tipple*

Speed*

Teleport Object*

Ventriloquism

Whispering Wind

Transpose

 

4th level

5th level

6th level

Dig

Rip*

Move Earth

Dimension

Telekinesis

Part Water

Door

Teleport

Teleport Other

Transfuse*

 

 

 

7th level

8th level

9th level

Reverse Gravity

Mass Teleport

Astral Spell

Teleport   Without Error

Without Error*

Skycastle

Mass Teleport*

Sink

Succor

An asterisk (*) indicates a new spell.  Other spells may be cross-listed under original school, or not, at the DM's option.

 

Spell Analysis

Low-Level Spells

   Until he reaches fifth level, the transfuser has personal mobility spells (such as jump), the very useful knock, and some utility spells at his disposal.  While little bird is useful mainly in the lab, haste and slow have more immediate uses.

   Transpose is a more general purpose spell.  Although its long casting time limits its use in combat, it has a variety of other uses.  Climbing is much easier with some weight removed, and mouseholes become doorways when you stand only two inches tall.  Borrowing a large volume, on the other hand, can make you a big negotiator.

Mid-Level Spells

   At 6th to 13th level, the transfuser really starts to take off.  A good selection of movement spells (including teleport) turn him into a globe-trotter, as well as the fastest retreater in the party.  Telekinesis, rip, and teleport other have uses in combat (or can simply send friends south for the winter).  Teleport other can send a friend on a commando raid or (in a pinch) can displace an enemy temporarily.

   Transfuse can give a weak character a temporary boost, and it is useful when the PC with a crucial ability or power can't go on the mission.  The elf who isn't allowed into a human council meeting can still lend her knowledge of diplomacy (Etiquette proficiency) to the barbarian who is.  Evil transfusers can use this ability to seriously weaken their prisoners.

 

Table 2: Teleport Accuracy

 

 

On

 

Destination

High

Target

Low

Very familiar

01-02

03-99

00

Studied carefully

01-04

05-98

99-00

Seen casually

01-08

09-96

97-00

Viewed once

01-16

17-92

93-00

Never seen

01-32

33-84

85-00

   Teleporting high means arriving 10' above ground for every 1% he is below the "On Target" range.  This could be as high as 320'.  Arriving low means instant death, as "On Target" is always on a solid surface.

   The destination must be a solid surface, not inside a solid, liquid, or over empty air.

High-Level Spells

   With the exception of skycastle, no new abilities appear at these levels, as the spells available to the 14th-18th level transfuser are extensions of lower-level spells (mass teleport, for example).  Sink is the only combat spell.

Ethos

   Befitting someone who can summon a drink from across the room or magically fly across a muddy road, the typical transfuser is a rather pudgy individual.  Fetching and carrying is for others, with the result that transfusers are often lazy and out-of-shape.

   This is not to say that transfusers never leave the lab - on the contrary, their easy access to rapid transit spells permits a wandering lifestyle, especially at higher levels.  A transfuser is never happier than when "flying south for the winter" or "popping out to the lodge for a few days." A side effect of all this travel is the more cosmopolitan attitude of a transfuser, compared to his earthbound kin.  Exposure to many different locales and types of people teaches the transfuser tolerance and diplomacy.

   A second characteristic of the apportation specialist flows from the nature of his studies.  The transfuser does not create, conjure, or alter - instead, he moves something from Point A to Point B.  At the core, each transfuser knows that there's no such thing as a free lunch.  No particular alignment is favored by this school (good transfusers are conservationists, evil ones keep moving a lot), but a regard for the consequences of their actions is built in, resulting in very few chaotic transfusers.

 

Spell Descriptions

Little Bird (Apportation)

Level: 1               Components: V, S

Range: 10 yards        CT: 1

Dur.: 1 turn + 1/lvl   Save: None

Area of Effect: 1 object

   By casting this spell, the caster can direct one object to fly through the air under his control.  Although slow-moving (Movement Rate 6), the object can turn and stop on a dime (maneuverability class A) and respond instantly to the caster's mental commands.  However, the affected object can weigh no more than 1 lb. per level of the caster.

   Little bird is generally employed as a labor-saving device, because its uses in combat are limited.  A transfuser attempting to wrest an object from an enemy, for example, must overcome the enemy's Strength.  The enemy can hold onto the object by making a successful Strength check, with a -2 adjustment to the die roll.  Alternatively, picking up loose objects with the spell and flying them at the enemy requires a successful attack roll and inflicts no more than 1-3 hp damage.  Some transfusers, however, have been known to use this spell as a diversion (for instance, ringing a gong next to an enemy's head).

 

March (Apportation)

Level: 1           Components: V, S, M

Range: Touch       CT: 1

Dur.: 1 hour/lvl   Save: None

Area of Effect: 1 person/level

   Casting this spell allows an encumbered person to walk at his normal unencumbered movement rate.  Because the movement is powered by the spell, the person suffers no more fatigue than he would sitting in a chair for the same length of time.

   This spell must be cast on a walking target - thus, the target must be able to lift his burden in the first place.  The spell is dissipated when the target stops walking for more than one round or picks up more than his maximum encumbrance.

   The material component of this spell is a pinch of pepper.

 

Tipple (Apportation)

Level: 1          Components: V, S, M

Range: 3 yards    CT: 1

Dur.: Special     Save: None

Area of Effect: 1 container

   By casting this spell on a one-gallon or smaller container of liquid (such as a bottle or flask) the caster may, simply by a moment's concentration, send a mouthful of the liquid flying to his mouth to be swallowed.  The liquid moves quickly enough to push a loose cork out of its container and nimbly, enough to dodge intervening obstacles.

   The spell lasts until the container is emptied or until any liquid is added to the container (thus, no more than one gallon per casting may be consumed).  The spell can be cast on a potion bottle but has a 10% chance of turning the potion to water.

   The material component is a hollow reed, which is destroyed in the casting.

 

Bloodbridge (Apportation, Necromancy)

Level: 2          Components: V, S, M

Range: Touch      CT: 1 round

Dur.: Special     Save: None

Area of Effect: Creature touched

   Casting this spell allows the movement of blood from a donor, through the caster, into a recipient.  Since at least some damage from combat is caused by blood loss, the transfused blood heals some of the recipient's wounds, at the expense of the donor.  Basically, for each hit point restored to the recipient, the donor loses a point.

   Although this is a healing spell, the amount of damage that can be healed is limited to 2 points +1/level of caster.  This is the daily maximum per recipient, not per donor.  Although multiple donors can be used (each requiring a separate casting), the sum total of healing cannot exceed the maximum.  In addition, because this spell merely replaces lost blood, it can heal only damage caused by blood loss (not by electrical shock, pummeling, poison, suffocation, and the like).

   The donor may be anyone of the same species as the recipient (half-elves count as both human and elf).  In a pinch, the caster himself may serve as the donor.  Extracting blood from an unwilling donor is definitely an evil act, and an unwilling target must be immobilized for the entire round to cast the spell successfully - it cannot be cast on an unwilling recipient in melee.

   The material components of this spell are two sharp needles (1 gp each), which are destroyed when the spell is complete.

 

Mouse (Apportation)

Level: 2            Components: V, S

Range: Touch        CT: 2

Dur.: 1 hour/lvl    Save: None

Area of Effect: One object

   Casting this spell on an object (weighing less than 8 oz. +1 oz. per level) causes that object to scurry off to a "safe place" and stay there.  If searched for, the object eludes the search by scurrying from hiding place to hiding place at a Movement Rate of 6.

   The object stops moving when the spell expires or the caster voluntarily drops the spell.  The spell is automatically dispelled if any searcher touches the object. Doing so requires a successful attack vs. AC 0 (the object is quite nimble).

   The object returns to the caster if he so commands it.

 

Speed (Apportation)

Level: 2               Components: V, S, M

Range: Touch           CT: 2

Dur.: 1 hr. +1-4 t.    Save: None

Area of Effect: Creature touched

   This spell allows the recipient to run at twice his normal running rate with no fatigue.  The speed gained also makes the person harder to hit (-2 bonus to Armor Class), but it does not permit any additional attacks per round.  In addition, the spell ends if the runner stops running for more than one round.

   The material component is a pair of specially constructed shoes, which must fit the recipient perfectly (minimum 100 gp value).  The shoes are reusable but are rendered useless by any rips or tears - a new pair must then be made.

 

Teleport Object (Apportation)

Level: 3               Components: V, S

Range: Touch           CT: 2

Dur.: Instantaneous    Save: Special

Area of Effect: 1 object

   By casting this spell, a wizard instantly transports a small object (weighing no more than 1 oz. +2 oz. per level) to another location.  Distance is not a factor, but interplanar transport is not possible.  Like the teleport spell, accuracy depends on the caster's familiarity with the target location (see Table 2, below).

   This spell may not be used to place objects within any solid, such as a wall or an enemy's spleen.  Like all teleports, the destination must be a surface, not empty air or inside a solid or liquid.

   Further, control of this spell improves with time.  The 5th-level transfuser may teleport only nonmagical items, and then only if the item is unencumbered (not tied down or in someone's grasp).  A 7th-level transfuser may teleport a magical item, but only at 9th level does he gain the skill necessary to affect an item in someone else's grasp.

   To teleport an object held by someone else, the wizard must first make a successful attack roll to touch the object.  As this is a "called shot," the mage suffers a -4 penalty to his attack roll and a +1 penalty to his initiative roll.  The owner of the item may avoid the spell with a successful saving throw.

   Since a sheet of parchment usually weighs less than two ounces, transfusers often use this spell to send written messages.

 

Transpose (Apportation)

Level: 3              Components: V, S, M

Range: 60 yards       CT: 1 round

Dur.: 1 hour/lvl.     Save: Special

Area of Effect: Special

   The most mysterious of the transfuser's powers appears is the result of this spell - the ability to transfer qualities of an object or person to another object or person.  With this spell, the eyes of a courtesan can be given the exotic golden color of a topaz, and a mage flying nearby can be given the weight of a rather large boulder.

   Only weight, volume, or color can be transposed.  When the spell is cast, the donor and the recipient exchange their respective amounts of the specified quality.  In the above example, the topaz now is the color of a courtesan's eyes, and the nearby boulder now weighs as much as a mage.

   The amount that can be moved depends on the caster's level:

   Weight: Up to 200 lbs. plus 50 lbs. per level.  Largely effects Encumbrance (see PHB, tables 47 and 48), although flying creatures may not be able to stay aloft (DM's option).

   Volume: Up to one Size Code per five levels of the caster (round down).  A 5th-9th level caster could change a Medium size creature to a Small or a Large, while a 10th-14th level caster could make it Tiny or Huge.  Like enlarge, only strength and weight vary with volume - all other characteristics stay the same.  Increase damage done and weight by 50% per size code enlarged, or decrease both by 25% per size code shrunk.

   Color: This version of the spell has only cosmetic effects but may be used for disguise.  Color may be moved to or from any object weighing 1,000 lbs. or less.

   Transpose is not a perfect spell - the caster may never remove more than 99% of a subject quality.  In addition, the apportation has a curious side effect.  If the spell is directed at an unwilling target who successfully makes a successful saving throw vs. spells to avoid its effects, the caster must also immediately save or be affected by his own spell.  Fortunately, a successful saving throw also damps out the spell before it affects other bystanders.

   The material component of this spell is a miniature set of scales set with seven gems, each a different color of the rainbow.  This item costs at least 500 gp, but it is reusable.

 

Transfuse (Apportation)

Level: 4                Components: V, S, M

Range: 3 yards          CT: 1 turn

Dur.: 4 hours +1/lvl    Save: None

Area of Effect: Two creatures

   A more potent version of transpose, this spell allows the transfer of specific parts of a person with those of another human, demihuman, or humanoid.  For anyone willing to take the risk, heightened strength, increased willpower, or even a new set of abilities can be magically gained.  Unlike transpose, however, there is no reciprocity.  Instead of an exchange between two, this spell simply moves something from one person to the other.  The recipient's gain is the donor's loss.

   Some transfusions are easier than others.  At 7th level, the caster can move one of the physical attributes (Strength, Constitution, or Dexterity).  At 9th level, he can move one mental attribute (Intelligence, Wisdom, or Charisma).  In either case, for each point gained by the recipient, the donor loses a point, up to a limit of six points by one casting.  All benefits or penalties of the altered ability scores apply. (Of course, gaining a mage's high Intelligence does not also confer the mage's spells - but see below.)

   Finally, at 12th level, the caster may move one complete ability from one person to another.  One ability is defined as one proficiency (weapon or nonweapon); one language; the ability to cast one priest or mage spell once; or one thief or bard ability (Pick Pockets, Open Locks, Find/ Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls, or Read Languages).

   In each case, the success chance for the recipient with a new ability is the same as for the donor who gave that ability, modified by situation.  For example, a thief with an 80% chance to Move Silently gives this skill to a fighter in studded leather armor - which drops the 80% to 50% (PHB, Table 29).

   This spell is not without risks.  When the spell expires, the transfused material attempts to return to its natural place - but it might not make it.  If the donor is more than three yards away from the recipient, the donor must make a successful saving throw vs. death magic to regain what he donated, with a -1 penalty to the roll for each 100 yards.  If the saving throw fails, not only does the donor never regain the lost material, but he must also make an immediate saving throw vs. spells or lose a point of Constitution.  The recipient suffers no ill effects from this loss beyond the material originally gained, but he may have alignment problems if he knowingly avoided the donor.

   The material component of this spell is diamond dust worth at least 250 gp, consumed in the casting.  Casting this spell on an unwilling donor is an evil act.

 

Rip (Apportation)

Level: 5                Components: V,S,M

Range: 20 yds. +10/lvl  CT: 5

Dur.: 1 rd./lvl.        Save: Negates

Area of Effect: 1 creature or object

   This is the most purely destructive of the transfuser's spells.  While other spells (such as telekinesis) move an entire object, this spell moves part of an object in one direction while moving the rest of the object in a completely different direction.  The resulting tug-of-war tears the object into two separate pieces - which kills most creatures outright.

   As the movement is not especially rapid, damage builds up slowly.  On the first round, the target takes 2 hp damage; on the second, an additional 4; on the third, an additional 6; and so on.  By the fourth round, the target has taken 20 hp damage (2+4+6+8).

   If cast on an object, the object must roll an item saving throw vs. crushing blow with a -4 penalty or be torn in half.  If it fails, roll 1d12 to see how many rounds the object held together.  The creature or object cannot weight more than 1,000 lbs.

   As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris.  A dispel magic dissipates the ripping force but does not repair damage already done.  Once the rip is cast, further concentration by the caster is unnecessary.

   The material component of this spell are two black gloves, without a speck of dust on them.  These gloves cost 10 gp a pair and are consumed in the casting.

 

Teleport Other (Apportation)

Level: 6              Components: V, S

Range: Touch          CT: 4

Dur.: Instantaneous   Save: Special

Area of Effect: 1 person

   By casting this spell, a wizard instantly transports any one person other than himself to another location.  Distance is not a factor, but interplanar transport is not possible.  Like the teleport object spell, accuracy depends on the caster's familiarity with the target location (see Table 2), and the destination must be a surface, not inside solid or liquid matter.  Unlike teleport object, however, the spell poses a slight risk to the caster, because teleporting a person inaccurately causes a psychic backlash.  If the caster rolls a "Too High" or "Too Low" result when rolling for accuracy, he immediately loses one point of Constitution, permanently.

   Casting this spell in combat requires a successful attack roll.  In addition, the enemy may roll a saving throw vs. spells to negate the teleport.  Any enemies with teleport experience (DM's option) gain a second saving throw vs. spells to affect the teleportation itself.  If they succeed, they are teleported to a random location.

 

Mass Teleport (Apportation)

Level: 7               Components: V,S

Range: Touch           CT: 1 round

Dur.: Instantaneous    Save: None

Area of Effect: Up to 12 people

   By casting this spell, the caster instantly transports himself and up to 11 companions to another location.  Distance is not a factor, but interplanar transport is not possible.  Like the teleport other spell, accuracy depends on the caster's familiarity with the target location (see Table 2).  Only one roll is made for the entire group being teleported, with "familiarity" referring to the caster's familiarity, not the group's.

   While casting this spell, the caster stands in the center of a circle formed by his companions, who must hold hands for the entire round.  Breaking this circle before the end of the round disrupts the spell

 

Mass Teleport Without Error (Apportation)

Level: 8                Components: V, S

Range: Touch            CT: 1 turn

Dur.: Instantaneous     Save: None

Area of Effect: Up to 12 people

   This spell is similar to the mass teleport spell.  The caster transports himself and up to 11 companions to any known location in his home plane with no chance of error.

   Like teleport without error, travel to other planes is possible, but only to locations that the caster has previously studied carefully.  No matter how careful this perusal was, there is a chance for mishap when traveling to another plane.  Accordingly, the caster must roll for accuracy (table 2).

   Again, breaking the circle before the end of the turn disrupts the spell.

 

Skycastle (Apportation)

Level: 9           Components: V, S, M

Range: Touch       CT: 1 turn

Dur.: Permanent    Save: None

Area of Effect: 1 castle

   Casting this spell on a castle or other building gives the castle the ability to fly, controlled by the caster's mental command.  Although relatively slow (Movement Rate 30) and clumsy (maneuverability class E), the skycastle has a tremendous carrying capacity and can travel even when the caster is asleep, as it can maintain a particular course and speed unattended.

   Siege engines and the like affect the skycastle normally, but do not remove the dweomer until the skycastle has been breached on all four sides.  A successful dispel magic removes the spell, however.  In both cases, the dweomer is so large and diffuse that it does not end immediately.  When negated, the spell takes time to drain, according to the following schedule: on round 1 the skycastle stops in mid-flight; on rounds 2-5 it sinks earthward at 10' per round; rounds 6-9 it drops earthward at 100' per round; and from round 10 on it plummets earthward.  Plummeting more than 200' destroys the skycastle and kills everyone within.  If in doubt, assess falling damage versus the inhabitants normally, plus saving throws vs. death magic for those in danger of death from massive damage, as per the DMG.

   Deliberately dropping the skycastle on a soft target such as a cottage or a living creature crushes the target.  Dropping it on a hard target damages both structures equally.

   To cast the spell, the mage must have an absolutely clear mental image of the skycastle - equal to that gained by overseeing its construction or walking every inch of it for at least one month.  Reading a map or blueprints is not sufficient.

   The material component of this spell is a beautifully appointed couch or sofa (1,000 gp minimum), which must be occupied by the caster for the entire turn.  A new couch must be purchased for each casting.

 

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