Tuesday, 3 June 2025

Macho Mandalf's Accelerated Maturation

Rationale: The use of the 3rd level spell Haste to bring creatures to maturation sooner was resulting deaths after System Shock failures. This spell is designed to make the use of Haste for this purpose obsolete.



Macho Mandalf's Accelerated Maturation (Alteration)

Level: 4 

Components: V, S, M

Range: Touch 

Casting Time: 1 turn

Duration: Permanent 

Saving Throw: Negates

Area of Effect: One creature

Explanation/Description: When this spell is cast a flex of arcane might surges through the target, hastening the natural flow of time within its form to bring forth maturity ahead of schedule. This spell ages a single creature by 5 years instantly, advancing its physical and mental development to match—be it a young warrior bulking into peak strength or a fledgling beast growing to full ferocity. Unlike the reckless haste of lesser spells, this enchantment tempers the shock of rapid aging, granting the target a +4 bonus to his Constitution for the System Shock roll to withstand the strain.

The caster intones a deep, resonant chant, flexing both hands in a gesture of raw power, while crushing a pinch of diamond dust (worth 100 gp) mixed with a drop of the caster’s own sweat—symbolizing life’s vigour and time’s passage. If the target fails his saving throw vs. spell, the aging takes hold, maturing muscles, sharpening instincts, and deepening wisdom as appropriate to the creature’s kind. A fledgling dragon might gain a size category, a squire could harden into a seasoned fighter, or a sapling beast might sprout to its prime.

However, time’s touch is not without cost. If the System Shock roll (per PHB, p. 12) fails, the creature becomes unconscious, though death is not an automatic fate as with lesser magics, it will occur within 24 hours if the recipient does not receive a Heal spell. Willing subjects may forgo the saving throw, embracing the transformation, but the System Shock roll remains. Creatures already at or beyond their natural maturity gain no benefit, and undead, constructs, or beings immune to aging are unaffected.

Material Component: Diamond dust (100 gp) and a drop of the caster’s sweat, consumed in the casting.

Notes:

  • Consult the DM for specific effects on growth, strength, or abilities based on the creature’s type and age categories (e.g., DMG, p. 13, for character aging; MM, for monster maturation).


So, what did all this cost?

Dungeon Masters Guide Page 115, Spell Research                                       Accelerated Maturation


Although a great library of arcana exists in the Minas Mandalf Keep, for this spell the University Library was used for reference. 





Duration of research: 4 Week base (minimum 5)







Chance of Success: 10 base +20 (Int) +17 (level) - 8 (spell level *2) = 39%

Note that according to the above formula, adjusting the chance of success upwards is VERY expensive. A domain would need to be at least an order of magnitude more wealthy to consider such spending.

However, when you consider the conditions under which spell research is possible, the cost in time may well be a bigger loss; if you have the money then finishing the spell research ASAP could indeed be worth it.



Results

Base cost 800 gp per week.

Weekly variable of 400 to 1600gp for additional materials. 

Duration of research: 4 Week base (with a minimum of 5)

Macho Mandalf was successful on week 1, and the total expenditure ended up at 4,400 gp. Let's hope this results in a saving compared to using Haste.

 

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