Alteration

Animate (Object): The spell causes inanimate objects—not dead creatures—to move. The object’s shape and general physical characteristics are not changed. At base difficulty (25), the spell causes an object weighing 50 pounds or less to move at a speed of 12 over normal surfaces. The spell is often combined with a transport spell to improve the object’s movement rate.

If directed to fight, an animated object can strike once a round using the caster’s THAC0 (see the notes to
Table 30 for damage ratings). An animated object can be imbued with an improved THAC0 or the ability to make extra attacks.

Destroy: The magic wrecks inanimate objects. At base difficulty (45), the target object is smashed or crumpled; the object cannot be repaired, but it can be remade at 10–60% of its original cost. Doubling the difficulty (90) shatters or disintegrates the object, destroying it utterly.

Objects in a creature’s possession gain the creature’s saving throw to resist the effect. Unattended objects must save vs. disintegration or be destroyed.

An object does not have to be totally destroyed to be adversely affected by a destroy spell. It is possible ruin objects larger than the area of effect by destroying their key parts, such as disintegrating the arms and legs of an attacking giant statue.

Fortify: The spell increases the target’s natural potency in some fashion. One of a character’s ability scores can be enhanced, a beverage might become sweeter, a rope might become stronger, etc.

At base difficulty (30), the fortified attribute is increased 10% for the duration of the spell. Doubling the difficulty (60) results in a gain of 10–40% (1d4x10). Tripling the difficulty (90) results in a gain of 20–60% (2d3x10). Quadrupling the difficulty (120) results in a gain of 30–120% (3d4x10). Each additional multiple of the base difficulty adds another 1d4x10% gain.

If used to enhance an ability score, each 10% gain equals a +1 bonus if the enhanced score is 15 or less. If the score being enhanced is 16 or higher, each 100% gain equals a +1 bonus. An ability score cannot be fortified beyond the recipient’s racial maximum unless the fortify is combined with an imbue spell.

Transform: The spell changes the target’s form or nature. An object’s shape might change or the object might become another object altogether. A creature might grow extra limbs or become an entirely different creature. A transformation spell cannot affect a single object weighing more than 50 tons.

At base difficulty (35), an object can be bent or shaped into a new form for the duration of the spell. The object does not break, but it is most likely rendered useless for its original purpose. Some examples include shaping a sword into a very thin shield, changing a dagger into a candelabra, or blunting the tips of arrows to make them useless.

Doubling the difficulty (70) allows the spell to transform a living creature (similar to a polymorph other spell) or change one type of material into another similar material. For example, leather could be changed into wood, a fire giant could be transformed into a rust monster, or a section of a castle’s stone wall could be changed into iron. This form of the spell can also purify tainted food and water.

Tripling the difficulty (105) allows the caster to transform a creature into an object (similar to a polymorph any object spell) or change one type of material into a wholly different type of material of approximately the same value. Wood can be converted into glass, a fire giant changed into a small catapult, or emeralds can be converted into rubies or star sapphires. A material can be transformed into a more valuable material if the transformation is combined with an imbue spell.

A simple transformation spell—one not combined with another type of spell—can be made permanent without the loss of a point of Constitution if the material transformed is not magical.

Transport: The spell enhances a creature’s movement abilities. The recipient can move faster, acquire a new mode of movement, or travel instantaneously.

At base difficulty (35), the recipient’s normal movement rate increases by 12 or the recipient receives a new mode of travel for the duration of the spell. For example, a land-based recipient could fly or swim at a rate of 12, burrow through normal ground or jump at a rate of 3, or move across difficult terrain (webs, treetops, quicksand, etc.) at a rate of 6.

Doubling the difficulty (70) doubles the speed bestowed or allows extraordinary movement at a rate of 3. A character could walk on water, burrow through solid rock or ice, or travel through difficult terrain at a movement rate of 6.

Tripling the difficulty (105) allows teleportation with no chance for error, but the distance teleported increases the difficulty (use
Table 31 on page 131 to determine the modifier). Teleportation has an instantaneous duration. The caster could also increase movement over difficult or extraordinary terrain by 3.

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