Shalisterande

Known by many monikers, including The Nomad, The Wanderer, and The Wandering Mage, Shalisterande is a figure of legend among adventuring spellcasters. No one is exactly sure when he lived (though it is generally agreed it was close to a thousand years ago), but he is responsible for inventing many spells that eased life on the road - everything from instantly boiling water to creating shelter in the arctic wilds. The majority of his spells have become general knowledge among all casting classes and have been in use for thousands of years. He refused to put his name to the simpler utility spells he created, instead reserving it for the few that he truly identified as "his" - his hangover cure (one of his favorites) and the manypockets spell (a must for any travelling wizard).

Since an early age, Shalisterande was possessed of an insatiable curiosity to see the world. He explored the wilds around his home while he was growing up, going further and further afield, and devoured stories of travellers and far-off lands. When he was sixteen, he joined an adventuring group and never looked back. He became known for telling tall tales of lost lands and strange creatures over a flagon or three of ale (he was a noted carouser), but unlike many others who told such tales, he had proof to back them up – items he collected over the years, body parts from monsters he and his companions killed, and souvenirs from exotic locales.

Even in his old age, The Nomad was afflicted by wanderlust - he seldom remained at home for more than a month or two at a time before haring off to somewhere new. His final expedition was to find the lost city of Azrabak, rumored to be hidden in a deep jungle on another plane. He and his companions vanished and were never seen again. Rumors abound as to their final fate - they were killed and eaten by cannibal natives or jungle creatures, fell afoul of ancient enchantments, or stumbled across something better left undisturbed. In any case, his legacy lives on to this day.

Shalisterande's wizard sigil was a robed man, staff in hand, slightly hunched over.




Shalisterande's Spells

Lighten the Load. Reduces one object's weight by 5%/level (max 50%).

Quick Tally. Counts a number of small items.

Shalisterande's Hangover Cure. Cures the effects of nausea in the subject.

Shalisterande's Manypockets. Creates 1 extradimensional pocket, +1/3 levels.

Shalisterande's Nausea Inducer. Target becomes nauseated for 2d4 rounds.

Shalisterande's Travel Pack. Increases carrying capacity of one backpack.

Sharpen. Sharpens one blade.

Siphon. Moves liquids from one source to a container.

Tattoo. Creates a permanent, nonmagical tattoo.

Tattoo, Greater. As tattoo, but can be made invisible.

Teleport Beacon. Beacon allows faultless teleportation to its location.

Teleport Beacon, Greater. As teleport beacon, but allows interplanar transport.

Waterproof. Makes one object immune to water damage.


Lighten the Load
Transmutation
Level: Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One object up to 5 lbs/level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell reduces the weight of the object touched by 5% per caster level, to a maximum of 50%. Objects that are affected by this spell still retain their mass, however. While a falling rock would be lighter, it still does the same amount of damage because it still has the same mass and inertia; likewise, a sword would still inflict the same amount of damage because it is being swung and the mass remains the same. Weapons under the effect of this spell, however, become awkward to wield and thus incur a –2 penalty to attack rolls for each 20% of weight "lost".

This spell has no effect on creatures of any kind, including constructs, but it does affect dead bodies.

Material Component: A feather.

Quick Tally
Divination
Level: Clr 0, Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 30 ft. radius
Target: All objects of one type in a 30 ft. radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Quick tally enables the caster to instantly count a large number of similar objects – the number of coins in a pile, how many head of steer are in a herd, or how many people are in a crowd. In addition, if there are numerical values to be calculated (such as exactly how much that pile of coins is worth) the caster can calculate them at a glance with an error of 1%. No number greater than 100,000 can be counted with this spell.

Shalisterande's Hangover Cure
Conjuration (Healing)
Level: Adp 1, Clr 1, Drd 1, Pal 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This spell instantly and completely removes the effects of nausea from the subject touched. This includes: hangovers, seasickness, motion sickness, and the effects of some poisons, spells like stinking cloud, and the troglodyte's and ghast's stench abilities. The subject gains no immunity to nausea, however, and if subjected to one of the above conditions after the spell is cast, gains no bonuses to additional saves.

Shalisterande's Manypockets
Conjuration (Creation)
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Piece of clothing touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell creates one or more extradimensional pockets in the target piece of clothing, which must be large enough to have pockets – cloaks, shirts, tunics, pants, dresses, etc. are fine, but shoes, underwear, stockings, socks, etc. are not. Each pocket is one cubic foot in volume, can hold up to 10 pounds, and can be placed anywhere on the clothing the caster wishes (they are accessible by narrow slits that can be pulled open to deposit or remove items). The caster can create one pocket, plus one pocket per three caster levels; they last for 10 minutes per level. If the spell ends prematurely (through dispelling or destruction of the clothing), the contents are ejected into the Ethereal Plane. Likewise, if a pocket is overloaded, it bursts and sends its contents into the Ethereal Plane, but the other pockets are unaffected.

Shalisterande's Nausea Inducer
Necromancy
Level: Clr 1, Drd 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: 2d4 rounds
Saving Throw: Fort negates
Spell Resistance: Yes

When cast, this spell causes one creature to become nauseated for 2d4 rounds if it fails a Fort save.

Material Component: A piece of rotten meat or a few drops of syrup of ipecac.

Shalisterande's Travel Pack
Transmutation
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Backpack touched
Duration: 1 day/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell magically increases the volume of a nonmagical pack (backpack or rucksack, but not a bag) by 1 cubic foot per caster level (maximum 10 cubic feet) and the weight allowance by 10 pounds per level (maximum 100 pounds), in effect creating a short-term handy haversack. The weight of the pack is always ten percent of its true weight, no matter how much is put into it. If the pack's contents exceed its size or weight allowance at any time, or if they exceed it when the spell ends (including dispelling or destroying the pack), it bursts, dumping all its contents into the Ethereal Plane.

Sharpen
Transmutation
Level: Asn 1, Brd 1, Rgr 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Blade touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By touching a blade or sharp piece of metal, the caster imparts a sharp edge to it, as if he had used a whetstone. If the object is a weapon, it also gains a +1 bonus to attack rolls for the next three attacks made with it.

Siphon
Conjuration (Teleportation)
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one pint of liquid/level
Duration: Instantaneous
Saving Throw: None (Will negates; see below)
Spell Resistance: No

Shalisterande created this spell as a way to subtly refill his mug without the innkeeper noticing, but it proved useful when attempting to draw water from a creek or well that was otherwise inaccessible; wizards also find it helpful for use in conducting experiments (transferring dangerous liquids).

By use of this spell, the caster can instantly transfer up to one pint of nonmagical liquid per level from one source to a container (jug, flask, bowl, barrel, etc.), which he must be touching. The container must be large enough to hold the amount of liquid to be transferred. Attended liquids gain their owner's Will save to avoid the effect.

Tattoo
Conjuration (Creation)
Level: Adp 1, Asn 1, Brd 1, Clr 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action (see below)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None (see below)
Spell Resistance: No (see below)

By use of this spell, the caster can create a tattoo on any part of his own or another person's body. The recipient must be willing, asleep, or unconscious. The caster must draw the lines of the tattoo, which can be up to 4 square inches per level, on the desired body part (which, depending on the intricacy of the tattoo, could take anywhere from one to several minutes per square inch - when in doubt, ask the DM). He then speaks a word, and the colors fill in and the tattoo becomes permanent. It does not radiate magic of any sort and can be removed normally (any spell that erases text or drawings will work), and there is no chance of infection as with normal tattoos.

Material Components: A needle and three drops of each color of ink to be used.

Tattoo, Greater
Illusion (Figment)
Level: Asn 4, Brd 4, Wiz 4
Components: V, S, M

As tattoo, but the tattoo created can be made visible or invisible at the will of the recipient. The procedure for making the tattoo is the same as that for the tattoo spell; once the tattoo is implanted, the target designates a command word as the trigger. When the command word is uttered, the tattoo becomes masked and disappears from normal sight. Detect invisibility will not reveal it, though true sight and similar spells will. Detect magic will reveal a faint aura of illusion magic when the tattoo is masked; otherwise, it appears as normal in all respects. There is no limit to the amount of time it can be hidden.

Material Components: A needle, three drops of each kind of ink to be used, and a square of black silk cloth large enough to cover the tattoo.

Teleport Beacon
Conjuration (Creation, Teleportation)
Level: Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: A beacon
Duration: 1 day/level

This spell is a boon to anyone who uses teleport spells. It creates a small beacon of pulsing energy. Anyone who touches it becomes attuned to it; anytime thereafter, as long as the beacon is in place, he can teleport to it without running the chance of a mishap, even if he is using a normal teleport spell. Someone can be attuned to multiple beacons at one time – up to one per point of his Int bonus. A given beacon can have up to one person per caster level attuned to it; a given person can "de-attune" himself from the beacon by touching it and willing it so.

This spell can be made permanent using the permanency spell. Teleportation spells using a beacon are unaffected by spells that cause mishaps or redirect the caster, even if the caster fails his save.

Teleport Beacon, Greater
Conjuration (Creation, Teleportation)
Level: Wiz 8

As teleport beacon, except that the beacon enables interplanar transport, as greater teleport.

Waterproof
Abjuration
Level: Brd 1, Clr 1, Drd 1, Rgr 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 day/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Waterproof grants one object of up to 1 cubic foot per two levels immunity to most types of normal liquids - it can be totally immersed in water or have a flagon of wine dumped over it, and still be usable. Acids, magical liquids (like potions and oils), and other liquids like lava have normal effects.

Material Component: A small piece of oilskin.

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