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Trampas mágicas para Paranoicos

        Una de las cosas que siempre he reprochado a los conjuros publicados para Reinos Olvidados (y otros mundos para las campañas de AD&D), es la poca atención que prestan a las protecciones mágicas.   Efectivamente, aquí hay unos cuantos conjuros para defender la persona física del mago, y otros cuantos para defender su hogar, pero siempre he visto a la mayoría de los magos más preocupados buscando y descubriendo conjuros para defender sus vidas, que para atacar a sus enemigos (en caso de que tengan enemigos).
        Con esto en mente, he decido crear este artículo colocándome en la posición de un mago, y creando conjuros específicos para proteger mi casa de las visitas no deseadas.  Espero que os guste el resultado.

Algunas ideas para el diseño del hogar
        Cualquier mago suficientemente poderoso y rico va ha hacer la vida lo más dura posible para los intrusos en su casa.  Si el mago vive sólo, las probabilidades del grupo de coger a un mago de nivel 12 o menos satisfactoriamente en su casa y matarlo pueden ser extremadamente bajas.  Un mago paranoico puede no tener puertas en su casa, usando en su caso puertas fantasma (ver conjuros), o conjuros como puerta de fase para moverse de un lado a otro.  Sin embargo, esto lo deja potencialmente atrapado frente a sus oponentes, que pueden disipar la piedra fantasma (y que probablemente no les será posible hacer en la casa de un verdadero paranoico/preparado mago), el mago puede tener puertas secretas en su casa.  Estas puertas pueden estar escondidas y selladas para todos excepto para el mago, haciéndolas realmente difíciles para los intrusos.   El mago puede también tener glifos bloqueando los pasillos cada 1-3m.   Finalmente, las ilusiones y las trampas harán el resto.
        Si el mago tiene aprendices, sirvientes, o un compañero/a, sus opciones pueden ser menores.  El mago debe estar seguro de que sus trampas y protecciones no maten a las demás personas que viven con él.  Por esto, muchas de las trampas letales se concentran en una serie de habitaciones reservadas para el mago.  Siempre, el mago usara conjuros que estarán temporalmente desactivados (con palabras clave o signos), o o cualquiera no letal (y que aquellos que viven con él saben evitar).  Cualquier mago puede tener además una ruta de escape, si no es muy severo.  Esto puede ser un pasaje subterráneo o una piedra fantasma, puerta de fase que conduce a pasajes ocultos, un escondite con pergaminos de teleportación, o cualquiera de los listados abajo.
        Recuerda, muchos magos consiguen su seguridad, de su propia paranoia, y esto los hace tremendamente peligrosos en su terreno.

Conjuros para la seguridad en el hogar
Reforzar piedra (Alteración)
Conjuro de Hechicero de nivel 4
Alcance:             Contacto
Duración:            Especial
Componentes:    V, S, M
Lanzamiento:      1 turno
Area de efecto:  3m2 por cada 4 niveles del lanzador

        Este conjuro es usado por magos para reforzar la fuerza de la piedra en sus trabajos de piedra de sus casas (especialmente útil en puertas de piedra).  El propósito del conjuro es hacer que la zona afectada de piedra se vuelva más resistente al daño.  La piedra puede absorber sin sufrir ningún daño un número de puntos de daño igual al nivel del mago lanzador por round.   Cualquier daño producido a la piedra que exceda del nivel del lanzador en un round, es infligido a la piedra, el resto es absorbido por la piedra.
        El componente material es polvo de diamante de 50mo de valor que es espolvoreado, este polvo sirve para cubrir 3m2 de piedra, el polvo debe ser espolvoreado en la piedra a proteger.

Piedra reforzada mágica (Alteración)
Conjuro de Hechicero de nivel 6
Alcance:             Contacto
Duración:            Especial
Componentes:    V, S, M
Lanzamiento:      1 turno
Area de efecto:  3m2 por cada 4 niveles del lanzador

        Este es la versión mágica de el conjuro Reforzar piedra, con un efecto añadido, además del efecto normal del conjuro, la piedra no puede ser pasada en formas astrales, etéreas, con puertas dimensionales, paso en muero o cualquier movimiento extradimensional mágico.   Teleportaciones mágicas específicas como un conjuro de teleportación son posibles, pero este conjuro es usado normalmente en combinación con algún otro método para prevenir esto.  El resultado es que sólo las personas que hayan estado dentro del edificio e inspeccionando físicamente la zona pueden teleportarse dentro.
El componente material del conjuro es polvo de diamante de 50mo y 3 gotas de sangre de gorgona o medusa por cada 3m de área protegida.

Oscuridad impenetrable (Alteración, Evocación)
Conjuro de Hechicero de Nivel 4
Alcance:             0
Duración:            Hasta ser disipado
Componentes:    V, S, M
Lanzamiento:      1 turno
Area de efecto:  Globo de 2m de radio o un área de 3x3x1

        Este conjuro crea un área de oscuridad que es totalmente impenetrable por los métodos normales de luz, infravisión y ultravisión para todos menos el lanzador.  No se puede ver nada de lo que el area ocupa y tampoco puede verse nada si se esta dentro del area de oscuridad.  El conjuro además hace además amortigua el sonido a todos menos el lanzador, los sonidos silenciosos no se oiran, y sonidos estridentes (como espadas chocando con armaduras, etc.) serán amortiguados, distorsionados y difíciles de oir.  Este conjuro es bastante usado por magos que viven sólos en sus guaridas.
        El componente material es una escama de dragón negro.

Piedra fantasma (Alteración)
Conjuro de Hechicero de Nivel 5
Alcance:             Toque
Duración:            Hasta ser disipado
Componentes:    V, S, M
Lanzamiento:      3 turnos
Area de efecto:  1 sección de piedra de 70m cuadrados.

        Este conjuro es frecuentemente usado por magos para proteger sus rutas de escape, y hacer partes de sus casas seguras para cualquiera.  El efecto del conjuro es hacer un área de un máximo de 70m cuadrados intangibles y semitransparentes para el mago.  Esto hace parecer que el mago ande a través de las paredes, que son perfectamente sólidas para los demás.  Muchos magos usan este conjuro en lanzamientos continuos para crear túneles o rutas de escape que no existen para otros (recuerdas, disipar la magia sólo vuelve la piedra sólida para el mago otra vez).
        Otros usos para el conjuro es el de sellar salas del tesoro, crear accesos a pequeñas habitaciones, ocultas en la sólida piedra, o cualquier otro propósito.
        El componente material es un pigmento especial con sangre de una araña de fase usado para dibujar las areas afectadas.   Este pigmento tiene un valor de 500mo por frasco.  Un frasco es usado para un conjuro.

Piedra viviente (Alteración, Conjuración)
Conjuro de Hechicero de Nivel 6
Alcance:             Toque
Duración:            Hasta ser disipado
Componentes:    V, S, M
Lanzamiento:      3 turnos
Area de efecto:  1 sección de piedra de 3m por cada 6 niveles

        Ete arduo conjuro es frecuentemente lanzado por magos alrededor de de las entradas de nivel de sus casas, o en sitios estratégicos.   El conjuro invoca a elementales menores (muy menores) de la tierra menores dentro la sección de de piedra y hace que la sección de piedra se vuelva animada.  El conjuro permite al mago instruir al elemental para ignorar sólo los conjuros del mago, todos los demás son atacados.  El espíritu (o elemental) puede crear tentáculos pétreos de 1m de largo, afectando a un área de 1x3m.   Estos tentáculos pueden usarse para inmovilizar o alejar a los intrusos.  El espíritu tiene una cierta inteligencia, y esperará a los intrusos hasta que estén cerca (como escalando el muro), o puede atacar cuando el mago se lo ordene.  El espíritu también puede quitar arneses y conoce a la perfección todo el lugar de la zona interior del edificio, calculando así sus estrategias.  Los tantáculos tienen una fuerza de 18/50 y puede golpear a un oponente para 1d4 puntos de daño (ataca como un monstruo de 2DG).  El componente material de este conjuro incluye 300mo de gemas preciosas que son ofrecidas de pago al espíritu (que las guarda en su interior), y un pigmento especial de un valor de 150mo por cada 3m de piedra afectada, que es usado para escribir diagramas y runas especiales de convocación.  Este conjuro puede coexistir con el Reforzar piedra.

Gárgola vigilante de Azantar (Alteración, Conjuración)
Conjuro de Hechicero de Nivel 7
Alcance:             Ver abajo
Duración:            Permanente
Componentes:    V, S, M
Lanzamiento:      1 turno
Area de efecto:  Ver abajo

        Este conjuro fue creado por el mago Azantar de Calimshan como ayuda para defenderse de los ataques por sorpresa de sus enemigos en su hogar.  El conjuro es lanzado sobre una escultura de una gárgola (200mo) de piedra que es montada en la parte superior del hogar del mago.   Un espíritu menor de la tierra toma la gárgola como su hogar dándole inteligencia y animación.  Además, una gema de ver realmente es usada como parte de los componentes del conjuro para proporcionarle al espíritu un lugar de vigilancia.  El espíritu debe ser pagado con 5000mo en gemas por su servicio.   En los componentes adiconales, el mago usa un fino espejo (500mo) por cada 6 niveles del lanzador.  Este espejo se usa para comunicarse con la gárgola, y poder ver a través de sus ojos.  La gárgola puede sentir si el lanzador está cerca de uno de los espejos, pudiendo atraer su atención en cualquier momento en el que encuentre algo sospechoso en el radio de visión de la gárgola.  La gárgola puede mover la cabeza y mrar alrededor, pero no puede moverse como lo hacen los golems.  Son generalmente colocadas en lugares donde la visión pueda ser lo más amplia posible y donde el mago tiene la entrada a su hogar.
NOTA: Azantar parece tener una versión de este conjuro de nivel 9, la diferencia es que imbuye a la gárgola la habilidad de controlar una varita colocada en su interior.   Pero usar estas gárgolas avanzadas trae sus problemas, Azantar se ha defendido bien con ellas desde su torre acabando finalmente con los intrusos y con su propia torre...

Alarma silenciosa (Abjuración, Evocación)
Conjuro de Hechicero de Nivel 2
Alcance:             Toque
Duración:            4 horas + 1 hora por nivel
Componentes:    V, S, M
Lanzamiento:      1 round
Area de efecto:  Un cubo de 6m

        Este conjuro es una versión silenciosa del conjuro estandar de alarma.  Causando un leve pitido, este pitido sólo puede ser escuchado en la mente del lanzador.  El lanzador debe estar a una distancia máxima de 15m+3m por nivel del área afectada para "oir" la alarma.  Si el lanzador no esta en el área de efecto, el conjuro es activado, pero nadie lo advierte.

Enchanting Mirror
Level 6 Mage Spell (Enchantment/Charm)
Range: Touch
Duration: Permenant until dispelled
Components: V,S,M
Area of Effect: Varies by level (see below)
Casting Time: 1 turn
Enchanting mirror is a spell origionally developed among the Cloaks
of Mulmaster that has been spread outside that guild in very limited
distribution. The spell enchants a mirror or other reflective surface
so that it catches the eye. Those who gaze into the mirror become
enraptured of the images the mirror shows them and will stand, looking
into the mirror for days unless they are physically removed from the
mirrors presence. The individual(s) looking into the mirror can save
vs. charm to avoid the spells effect, but there is a -1 penalty for each
level of the casting mage beyond that of the subject (ie a 4th level
thief looking into an Enchanting Mirror cast by an 16th level mage has a
-12 penalth on his save). The individual may attempt to save again
every 2 hours they remain enraptured by the mirror.
At 12th level, the mage may enchant a mirror up 3' square of at
least 1000gp value (may charm 1 person).
At 15th level, the mage may enchant a mirror up 6' square of at
least 3000gp value (may charm 2 people).
At 18th level, the mage may enchant a mirror up to 10' square of
least 5000gp value (may charm 4 people).
Note: The Cloaks developed this spell because they like to have live
subjects to interrogate, rather than dead corpses. It has spread among
a few Enchanters outside of Mulmaster, and may have recently made its
way to Thay with the recent contact between the two populations.

Warding Rune I
Level 3 Mage Spell (Evocation)
Range: Touch
Duration: varies
Components: V,S,M
Area of Effect: an area equal to a square the sides of which are equal
to the mages level
Casting Time: 1 turn
This series of spells are essentially mage versions of the Priests
Glyph of Warding spell. However, there are a series of Warding Rune
spells that allow for more complex and powerful runes. While the theory
of warding runes counts as only one spell, each rune is considered an
individual spell and must be researched and memorized individually.
Many mages have developed Runes that duplicate the effects of various
spells. Those given in the following spells are just examples, and
there are probably hundreds of others throughout the Realms that are
either unique, or have an effect derived from some spell or the other.
The following are some of the more common Runes that fall under the
Warding Rune I level of power.

Befuddle
When triggered, this Rune causes 1 creature per level of the
caster within the area of affect to become befuddled for 1 round per
level of the caster. They do not know where they are, why they are
there, and loose any sense of danger. Spellcasting is also impossible
during the duration of the effect. A save vs. Spells is allowed to
resist the Runes effect entirely. If there are more creatures in the
area of effect than the spell can affect, the affected creatures are
chosen randomly. This Rune is commonly cast in an area to take effect
just before the creatures affected are about to enter an area containing
traps.

Blindness
When triggered, this Rune causes temporary blindness in 1
creature per level of the caster within the area of affect. The
blindness lasts for 1 round per level of the caster. A save vs. Spells
is allowed to resist the effects of the Rune entirely. If there are
more creatures in the area of effect than the spell can affect, the
affected creatures are chosen randomly. This Rune is usually used in a
manner similar to the befuddle Rune.

Burning
When triggered, this Rune causes a flash of fire within the area
of affect that causes 1d3 points of damage + 1 point/level of the caster
(up to a max of 1d3+20) to all creatures in the area of effect. A save
vs. Spells is allowed for 1/2 damage.

Minor Wounding
This Rune is commonly cast upon an item (be it a door, door
handle, wand, or some other item) and only effects the first person
other than the caster to touch the item. When triggered, this Rune
causes 1d8 points of damage to the creature, with no saving throw.

Weakness
When triggered, this Rune effects on the creature who activated
it. That creature takes 1d4 points of damage and loses 1 point of
strength for every 2 levels of the caster. The loss of strength lasts
for 3 rounds + 1 round per level of the caster. There is no saving
throw.


Warding Rune II
Level 5 Mage Spell (Evocation)
Range: Touch
Duration: varies by Rune
Components: V,S,M
Area of Effect: same as for Warding Rune I
Casting Time: 1 turn
This is the second power level for Warding Runes. At this power
level the Runes are more effective, or do more complex actions than at
the prior level.
The following are some of the common Runes that fall under the
Warding Rune II level of power.

Claw
When triggered, this Rune causes an effect in all ways similar to
the spell Caligarde's Claw to come into being at the location of the
Rune and attack all creatures in the area of effect. Please refer to
the spell Caligarde's Claw for full details of the spells effect.

Lasting Sleep
When triggered, this Rune causes 1 creature per level of the
caster within the area of effect to fall asleep immediately. The sleep
lasts until the creature is forcibly woken by another creature (shaken
for at least 1 round per creature) or until 6 hours per level of the
caster have passed. A save vs. Spells is allowed to resist the effects
of the Rune entirely. If there are more creatures in the area of effect
than the spell can affect, the affected creatures are chosen randomly.

Lightening Shock
When triggered, this Rune causes a field of electricity to form
within the area of effect that does 1d4+1/level of the caster in damage
to all within the area of effect. There is no saving throw. Only
creatures immune to or protected from electricity/lightening can escape
damage.

Serious Wounding
Similar to the Minor Wounding Rune, this Rune is commonly cast
upon an item (be it a door, door handle, wand, or some other item) and
only effects the first person other than the caster to touch the item.
When triggered, this Rune causes 2d8+1 points of damage to the creature,
with no saving throw.



Warding Rune III
Level 7 Mage Spell (Evocation)
Range: Touch
Duration: varies by Rune
Components: V,S,M
Area of Effect: same as for Warding Rune I
Casting Time: 1 turn
This is the third power level for Warding Runes. At this power
level the Runes are more effective, or do more complex actions than at
the prior level.
The following are some of the common Runes that fall under the
Warding Rune III level of power.

Chaos
When triggered, this Rune has the same effect as the Chaos spell
upon 1d4 creatures, plus 1 per level of the caster within the Runes area
of effect. The only differences from a standard Chaos spell are the
different area of effect, the delayed nature of the Rune, and the fact
that the Chaos lasts for 2 round per level of the caster instead of 1.

Critical Wounding
Similar to the Minor Wounding Rune, this Rune is commonly cast
upon an item (be it a door, door handle, wand, or some other item) and
only effects the first person other than the caster to touch the item.
When triggered, this Rune causes 3d8+1/3 levels of the caster points of
damage to the creature, with no saving throw.

Killing Vapors
A development of the Cloudkill spell, when triggered this run
brings into existance within the area of effect a cloud with the same
effect of the Cloudkill spell. Unlike the cloudkill spell, the vapors
do not leave the area of effect. The duration of the cloud remains 1
round per level of the caster. There is no saving throw.


        Algunos conjuros oficiales entran en esta categoría, aquí tienes ideas de sus usos:

Avoidance
This 5th level mage spell is potentially very useful. In it's
official version it is limited to a 3' cube or smaller, however, a 6th
level version that could affect an object of door size or slightly
larger would be even better. The 5th level version is still usefull
from a security standpoint. Good targets for the standard version
include door handles and locks (can't pick a lock or open a door if you
can't reach it) and window gratings (again, hard to get into a window if
you can't get past the grating). It's also a useful spell for traps.
For example, the careful mage may place a bottle of poisonous vapors
just inside the door of his treasure room on a small ledge. Because the
mage does not cause the avoidance effect, he can enter and leave safely,
however if someone else enters the door, the bottle is pushed off the
shelf and breaks, releasing the poison.

Ballant's StoneStrength
This 5th level spell is usefull once the mage becomes aware of an
attack on his home. Because of it's temporary nature, it's long term
usage is probably unlikely. A sufficiently powerful mage may consider
making this effect permenant on his abode (at 16th level the stones
strength would be increased 160%), but there are other spells more
deserving of a permenancy than this one I believe.

Electrical Wards
This 4th level spell is useful in two ways. If the enspelled metal
item is placed in bright light, the spell has potential as a trap (with
daylight making it the telltale glow harder to see). If the enspelled
item is placed in a darker area, it's telltale glow could act to deter
others from trying to pass it. If the intruders come upon this spell
cast upon a door handle, they may not realize it only functions twice,
or may assume it to be an alarm or some other type of warding. The glow
alone could deter the cautious from trying to pass through a door (or
try a lock on a chest, or other closure).

Encrypt
This spells potential for use about the mages home of frequently
overlooked. For those mages with apprentices and servants, this spell
is perfect for placing warning runes or messages, or passwords on
trapped doors or items. Simply including the words "To the Apprentices
and Servants of (mage name)" in the message allows those individuals to
see and read the message, if done properly, the message would hard to
see by others, and impossible for them to understand.

Enhance Plant
This spell can be particularly usefull if cast on plants with some
mobile ability of their own, or with the ability to control their
emissions of pollen/scent or other substance. If combined with a Charm
Plants spell (or possibly a lower level version that effects one plant
only), the cautious mage could make the garden around his home a
dangerous place for intruders. Also, depending on the plants need for
sunlight and room, enhanced and charmed plants could be placed in the
mages home as well. Since the Charm Plant spell gives the mage the
ability to communicate with those plants, he can let the plants know
it's him and not to attack.

Explosive Runes
Given enough time, most mages will have cast this spell on all their
spellbooks, research notes, rare research books, and as a trap in
various places about their home. It's high damage potential and
relatively low level make it very popular among mages. The level 3
Warding Rune spell is more flexible in the effects in can deliver, but
it cannot match the damage potential of Explosive Runes.

Fire Trap
Given it's level, this spell is fairly weak. A mage must be at
least 11th level for this spell to have the same minimum damage
potential as explosive runes. Since most adventurers and thieves are
smart enough to stay away from a potentially trapped item while it's
being investigated, the spells limited 5' radius will rarely catch more
than 1 creature. This spell is mostly used by those mages without
access to the Warding Rune and Explosive Runes as a last ditch trap, or
if a mage lives alone, used so often that intruders give up after the
3rd or 4th Fire Trap and decide to try elsewhere.

Flamsterd's Flamestrike
This spell is the same level as Fire Trap and suffers many of it's
deficits. On the positive side, it offers a greater damage potential
than Fire Trap. The downside is that a mage must still be at least 11th
level to equal the minimum damage ability of Explosive Runes, and must
be at least 18th level to equal the maximum damage potential of
Explosive Runes (though at a higher level, this spell will become more
popular because its higher minimum damage potential ensure more damage
will be inflicted upon the triggering individual.

Glassteel
Common among higher level mages, this spell see's frequent use on
windows to prevent their easy breakage (also on expensive glass
laboratory devices for the same reason). Some mages who frequently
consult with the public also use this spell to provide a safe place to
deal with visitors. The mage being on one side of a glassteeled window,
talking to a visitor on the other side who is in a room that only has
one entrance (much like modern bank tellers).

Greater/Lesser Signs of Sealing
The Lesser version of the Sign of Sealing will see use only among
lower level mages, but it's likely to see lots of use among them because
of its low level (level 2 mage spell). The Greater Sign is a much
better deterent and will also see frequent use. Expect to see it on the
door to a mages chambers, library, laboratory, and in halls the mage
wants blocked. Also expect to see it on many of the mages chests or
other closed objects. Since this spell is relatively common, it is
probably among the most common defenses among mages of 12th level and
above.

Guards and Wards
This spell is not a long term protector, but is so potentially
usefull in dealing with intruders it's hard to ignore. If the mage
knows he's going to have company, or wants to ensure the least amoung of
disturbance for a certain amoung of time (say after casting a physically
draining spell, or while enchanting a new magic item) this spell is
likely to be cast. When combined with the other defenses a mages tower
is likely to have, the chances of intruders reaching the mage are
significantly reduced.

Illusionary Wall
Another spell likely to be used frequently by those with access to
it. The potential of the Illusionary wall for traps or deception as to
a rooms size or shape make it very popular. Frequently used to cover
pit traps, hide walls with doors, or just to confuse intruders to the
true size and shape of a room.

(Improved) Skull Watch
The standard and improved version of this spell will probably
always be used by mages with access to them. Placed in strategic points
throughout a mages home, they provide warning of intruders and give the
mage time to prepare or to escape.

Incendiary Entrapment
This spell can potentially make life hell for intruders in a mages
home. If the mage has access to Ghost Stone, Phase Door, or some other
method of avoiding certain passages in his home, he can potentiall have
this spell covering large areas of his home designed to weaken and kill
intruders.

Jaggar's Strengthened Bastion
This spell is very rare, and so unlikely to be encountered. It
would see use when a mage knows his home to be under assault, or if the
mage is sufficiently powerful, it could be combined with permenancy to
make some intrusion spells far less likely to work.

Leomund's Trap
This spell will only be seen used by lower level mages. Once a
mage achieves access to the 3rd level spells, real magical traps and
wards become available and this spell quickly falls from usage.

Major Cloak
Although this spell is a Dragonlance spell, there is no reason a
similar spell could not be devised by Arch-Mages on Faerun. Though the
origional spell is limited to islands, there is no reason why a version
cannont be designed that works in forests, deserts, or other terrain.
Those within range simply move in a direction that takes them around the
wizards home while they believe they are traveling right through or
close to the place it is.

-------------
Khamsin
khamsin@calweb.com

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