PairO'Dice Lost
2011-04-06, 01:21 AM
I was in a punny mood in my computational physics class yesterday, and these spells are the result. Enjoy.
Tensor Transformation (http://en.wikipedia.org/wiki/Tensor)
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One creature, or cylinder (20-ft. radius, 100-ft. length)
Duration: 1 round/level (D)
Saving Throw: Will negates or None; see text
Spell Resistance: Yes
Define an arbitrary tensor T which takes as its input a velocity vector v and outputs the desired velocity vector v'.
This spell allows the spellcaster to temporarily alter the velocity of one or more creatures so that they move in a way the caster desires. You can choose to use tensor transformation in one of two ways, a targeted version or an area version.
First-Order Tensor
One creature is the target of this version of the spell. If the target fails a Will save, for the duration of the spell it may only move in straight lines. At your option, when the target takes a move action while under the effects of this spell, you may choose how the creature moves (effectively making its move action for it); the target must still be moved in a straight line, and using this option discharges the spell.
Tensor Field
A cylinder 10 feet in radius and 40 feet in length is the area of this version of the spell. You may orient the cylinder in whatever direction you desire; creatures within the cylinder experience objective directional gravity, pointing from one cap of the cylinder to the other. A creature caught in the area can attempt a Reflex save to secure itself when the spell strikes, if it has something to hold onto, and flying or levitating creatures can move against the transformed gravity as normal.
Material Component: Three wooden arrowheads, manipulated when casting the spell to control the direction of the affected creatures.
Otiluke's Generalized Sphere
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
A gambler asked a mathemagician to foretell the odds of his horse winning a race. The mathemagician replied, "First, assume a spherical horse...."
This spell allows the spellcaster to assume an ideal form for ease of movement. Upon casting this spell, you become a perfect colorless sphere precisely 5 feet in diameter. This grants you construct traits and blindsight 30 feet, replaces your existing modes of movement with a fly speed of 100 feet (perfect), and allows you to "take 10" on one Reflex saving throw per round for the spell's duration; however, you are unable to speak or use your normal senses, all of your limbs are subsumed into the new form (so you may become unable to cast spells without the appropriate metamagic feats and you lose any form-dependent abilities such as claw attacks or a breath weapon), and you may not take standard actions for the duration of the spell.
Material Component: Two marbles, one white and one black, which you move in circles around yourself as you cast the spell.
Mordenkainen's Exclusive Disjunction (http://en.wikipedia.org/wiki/Exclusive_disjunction)
Abjuration [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels
Area: 40-ft. radius emanation
Duration: 1 min./level
Saving Throw: Reflex partial; see text
Spell Resistance: No
The exclusive disjunction logical operator is a type of logical disjunction on two operands that results in a value of true if exactly one of the operands has a value of true.
This spell allows the spellcaster to create a barrier to divide creatures by any criteria he desires. Choose a single quality (such as "is an animal" or "has red hair"). The quality must be an observable descriptor; you may not choose alignment, hit dice, creature type, or some other intangible quality. When the spell is cast, one of the following occurs, at your option:
all creatures within the area possessing the chosen quality are shunted to the nearest square outside of the radius and are unable to enter the area for the spell's duration;
all creatures within the area not possessing the chosen quality are shunted to the nearest square outside of the radius and are unable to enter the area for the spell's duration;
all creatures within the area possessing the chosen quality become unable to leave the area for the spell's duration;
all creatures within the area not possessing the chosen quality become unable to leave the area for the spell's duration.
Affected creatures are entitled to a Reflex save to avoid being shunted out of the area, but there is no saving throw to prevent being trapped/excluded. The spell creates a temporary physical barrier of force any time an affected creature attempts to enter or exit the area, thus any means (such as teleportation) that would allow a creature to enter or exit without physically crossing the barrier would remain effective.
Material Component: A scrap of parchment upon which is inscribed a set of multiple interlinked rings.
Rary's Mnemonic-in-Hand (http://en.wikipedia.org/wiki/Right-hand_rule)
Divination
Level: Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When choosing three vectors that must be at right angles to each other, there are two distinct solutions, so when expressing this idea in mathematics, one must remove the ambiguity of which solution is meant.
After casting this spell, you may reroll one ranged attack roll you make before the start of your next turn, taking the better result.
Tensor Transformation (http://en.wikipedia.org/wiki/Tensor)
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One creature, or cylinder (20-ft. radius, 100-ft. length)
Duration: 1 round/level (D)
Saving Throw: Will negates or None; see text
Spell Resistance: Yes
Define an arbitrary tensor T which takes as its input a velocity vector v and outputs the desired velocity vector v'.
This spell allows the spellcaster to temporarily alter the velocity of one or more creatures so that they move in a way the caster desires. You can choose to use tensor transformation in one of two ways, a targeted version or an area version.
First-Order Tensor
One creature is the target of this version of the spell. If the target fails a Will save, for the duration of the spell it may only move in straight lines. At your option, when the target takes a move action while under the effects of this spell, you may choose how the creature moves (effectively making its move action for it); the target must still be moved in a straight line, and using this option discharges the spell.
Tensor Field
A cylinder 10 feet in radius and 40 feet in length is the area of this version of the spell. You may orient the cylinder in whatever direction you desire; creatures within the cylinder experience objective directional gravity, pointing from one cap of the cylinder to the other. A creature caught in the area can attempt a Reflex save to secure itself when the spell strikes, if it has something to hold onto, and flying or levitating creatures can move against the transformed gravity as normal.
Material Component: Three wooden arrowheads, manipulated when casting the spell to control the direction of the affected creatures.
Otiluke's Generalized Sphere
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
A gambler asked a mathemagician to foretell the odds of his horse winning a race. The mathemagician replied, "First, assume a spherical horse...."
This spell allows the spellcaster to assume an ideal form for ease of movement. Upon casting this spell, you become a perfect colorless sphere precisely 5 feet in diameter. This grants you construct traits and blindsight 30 feet, replaces your existing modes of movement with a fly speed of 100 feet (perfect), and allows you to "take 10" on one Reflex saving throw per round for the spell's duration; however, you are unable to speak or use your normal senses, all of your limbs are subsumed into the new form (so you may become unable to cast spells without the appropriate metamagic feats and you lose any form-dependent abilities such as claw attacks or a breath weapon), and you may not take standard actions for the duration of the spell.
Material Component: Two marbles, one white and one black, which you move in circles around yourself as you cast the spell.
Mordenkainen's Exclusive Disjunction (http://en.wikipedia.org/wiki/Exclusive_disjunction)
Abjuration [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels
Area: 40-ft. radius emanation
Duration: 1 min./level
Saving Throw: Reflex partial; see text
Spell Resistance: No
The exclusive disjunction logical operator is a type of logical disjunction on two operands that results in a value of true if exactly one of the operands has a value of true.
This spell allows the spellcaster to create a barrier to divide creatures by any criteria he desires. Choose a single quality (such as "is an animal" or "has red hair"). The quality must be an observable descriptor; you may not choose alignment, hit dice, creature type, or some other intangible quality. When the spell is cast, one of the following occurs, at your option:
all creatures within the area possessing the chosen quality are shunted to the nearest square outside of the radius and are unable to enter the area for the spell's duration;
all creatures within the area not possessing the chosen quality are shunted to the nearest square outside of the radius and are unable to enter the area for the spell's duration;
all creatures within the area possessing the chosen quality become unable to leave the area for the spell's duration;
all creatures within the area not possessing the chosen quality become unable to leave the area for the spell's duration.
Affected creatures are entitled to a Reflex save to avoid being shunted out of the area, but there is no saving throw to prevent being trapped/excluded. The spell creates a temporary physical barrier of force any time an affected creature attempts to enter or exit the area, thus any means (such as teleportation) that would allow a creature to enter or exit without physically crossing the barrier would remain effective.
Material Component: A scrap of parchment upon which is inscribed a set of multiple interlinked rings.
Rary's Mnemonic-in-Hand (http://en.wikipedia.org/wiki/Right-hand_rule)
Divination
Level: Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When choosing three vectors that must be at right angles to each other, there are two distinct solutions, so when expressing this idea in mathematics, one must remove the ambiguity of which solution is meant.
After casting this spell, you may reroll one ranged attack roll you make before the start of your next turn, taking the better result.