Mage Spell: Magical Journey

By Darren

Level 4 Mage Spell
School: Enchantment/Charm
Components: V,M
Duration: 5-8 Hours (1d4+4)
Area of Effect: Single Target
Saving Throw: None

To cast this spell, the mage needs about a handful of Psilocyben Cubensis (magic mushrooms) and must be within 15 feet of his target (can be used on self).

When this spell is cast, the target has about 15 minutes until loopyness sets in.

Visual, Audio and Oral effects: After 15 minutes the vision of the target starts to enhance. The colours are brighter, things move and the target may see things where there are no things. These things may include, but are not limited to, inanimate objects talking to them (the target can carry on conversations with these inanimate objects), surroundings changing (such as they're walking down a path and stop because there is a wall or a tree in their way and they can't go around it). The person will stagger around as if drunk, but their mind will be fairly clear. They won't like talking to people and may wander off places to be alone and watch things move. If they are openminded people (no lawful in their alignment) they may have a spiritual revelation. Strange animals are scared by them, Druids and Rangers cannot charm animals, though animals they know and familiars are a lot closer to them. They will have a fondness for ale and may drink large quantities of it without feeling the effects until after the spell wears off and you may often find them lying on the ground looking at the sky, though not at the sun. If this spell is cast on 2 people, they will be inseperable for the duration and will likely sit and talk and laugh and giggle.

They may break out in fits of hysterical laughter and seem to have great energy. If provoked into a fight, they can add +4 to their dexterity as they seem to know when and where the blows are coming from and can dodge blows quite easily.

Ability score modifiers:
+2 to str and con
+4 to dex
-4 to intelligence (to a minimum intelligence of 7)
+4 to wisdom
-5 to charisma

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