Enlarge (spell)

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Enlarge (spell).jpg

Enlarge is a spell that allows the caster to expand or shrink the recipient and their carried equipment for the duration of the spell, adjusting both size and mass. A greatly enlarged creature can be exceptionally dangerous in open space, as the transformation enhances movement and weapon reach. However, due to an inherent limitation of the magic, the spell does not affect the recipient's hit points or action points (AP), though several other changes must be accounted for.

Enlarge
Range 5 ft. per level
Duration 5 rounds per level
Area of Effect 1 object or creature; see text
Casting Time 1 round
Saving Throw negates; see text
Level mage (1st)

The transformation occurs rapidly, taking place within approximately 10 seconds. The recipient must expend 4 AP or a complete round to accommodate the change. Apart from this, there are no ill effects. From the recipient’s perspective, it will seem as though the world has shrunk around them. Once affected, the recipient's size and mass increase by up to 20% per level of the caster. While mass grows arithmetically, height expands geometrically.

For example, Danilo the 5th-level sorcerer casts enlarge on his companion Alric, increasing his mass by 100%. Alric, normally 5 feet 6 inches tall and weighing 180 lbs., now weighs 360 lbs. However, his height does not double. His body expands in three dimensions. To calculate Alric’s new height, we take the cube root of 180 (5.65) and compare it with the cube root of 360 (7.14). We then divide 7.14 by 5.65 (1.26) and multiply that against his former height. This results in Alric standing 6 feet 11 inches tall. The cube root formula can be easily calculated with an abacus or logarithmic tables.
Damage by weight
Adj. Weight
(lbs.)
as per normal weapon damage
1-3 1-4 2-5 1-6 2-7 1-8 2-8 1-10 1-12
1 0-1 0-1 0-1 0-1 0-1 0-1 0-1 0-1 0-2
2 0-1 0-1 0-1 0-1 0-2 0-2 0-2 0-2 0-2
3-4 0-1 0-1 0-2 0-2 0-2 0-2 0-2 1-2 1-2
5-7 0-1 0-2 0-2 0-2 1-2 1-2 1-2 1-2 1-3
8-12 0-2 0-2 1-2 1-2 1-2 1-3 1-3 1-3 1-4
13-20 0-2 0-2 1-2 1-3 1-3 1-4 1-4 1-4 2-5
21-33 0-2 1-2 1-3 1-4 1-4 1-4 2-5 1-6 1-6
34-44 1-2 1-3 1-4 1-4 1-6 1-6 1-6 1-8 1-10
45-54 1-3 1-4 2-5 1-6 1-6 2-7 1-8 1-8 1-10
55-299 normal damage for all weapons
300-349 1-3 1-4 1-6 1-6 1-8 2-8 1-10 1-10 2-12
350-399 1-3 1-4 1-6 2-7 2-8 1-10 1-10 1-12 3-12
400-449 1-4 1-4 2-7 1-8 1-10 1-10 1-12 2-12 3-12
450-524 1-4 2-5 1-8 2-8 1-10 1-12 2-12 3-12 2-16
525-649 1-4 1-6 2-8 1-10 1-12 2-12 3-12 3-12 2-16
650-749 2-5 1-6 1-10 1-10 2-12 3-12 3-12 2-16 2-20
750-874 1-6 2-7 1-10 1-12 3-12 3-12 2-16 2-16 2-20
875-999 1-6 1-8 1-12 2-12 3-12 2-16 2-16 3-18 2-20
1000-1099 1-6 2-8 1-12 3-12 2-16 2-16 2-16 2-20 2-24
1100-1274 2-7 1-10 2-12 3-12 2-16 2-16 2-20 2-20 4-24
1275-1474 1-8 1-10 3-12 3-12 2-16 2-20 2-20 2-24 4-24
1475-1624 2-8 1-10 3-12 2-16 2-20 2-20 2-20 3-24 4-24
1625-1974 1-10 1-12 2-16 2-16 2-20 2-20 3-24 4-24 4-32
1975 or more 1-10 2-12 2-16 2-16 2-20 2-24 4-24 4-24 4-32

Physical Adjustments

Although the spell does not alter the recipient's AP, their increased height affects their stride. By using the cube root ratio, the number of hexes a character can cover per AP is adjusted. For example, Alric's stride increases by 126%. If his previous maximum speed was 6 hexes per AP, his new maximum is 7.5, rounded down to 7 hexes.

The recipient's increased mass also raises their encumbrance limit, despite the spell not enhancing strength or other ability stats. For example, Alric, with a strength of 15, could originally carry up to 225 lbs. before becoming immovable. After the spell increases his mass to 360 lbs., his carrying limit rises to 450 lbs. However, his equipment also enlarges. If he had previously been carrying 80 lbs. of gear, that same gear now weighs 160 lbs. The spell significantly increases carrying capacity, but this is counterbalanced by the increase in item weight.

Objects remain enlarged only while held or carried by the affected individual. If an object is put down or dropped, it immediately returns to normal size. For example, if Alric wished to carry more, he could remove his backpack and place it on the ground. The moment he does so, it would revert to its original dimensions and weight. He could then pick it up again, though he could not wear it as the pack wouldn't fit his enlarged body.

This restriction prevents attempts to gain unfair advantages with enlarged vials of oil, flasks of holy water, oversized coins, or other such items. While the spell will temporarily enlarge a single gold coin or a vial of holy water, the liquid would revert to its original volume one it was poured out or flung at an enemy.

Combat

As with other carried objects, the recipient’s weapons are enlarged by the spell. A more massive combatant wielding these weapons delivers greater damage in melee combat. For example, Alric's long sword that normally deals 1-8 hit points (h.p.) of damage now does 1-10 at his weight. Despite the weapon’s greater mass, Alric's ability to wield it remains unchanged, allowing him to strike as swiftly and frequently as before.

However, the enlargement effect does not extend to fired or hurled weapons. A thrown hand axe would deal 2-7 damage while in Alric's grasp, but the moment it leaves his hand, it reverts to its normal size and deals only 1-6 h.p. Similarly, a fired arrow would shrink once released. For game purposes, the trajectory and potential to hit chance remain unaffected by this change.

Reversed Spell: Shrink

The reverse of the spell, shrink, enables the caster to reduce the size of the recipient. This too reduces the size of all that the character carries, affecting weapons, stride, size and mass. As before, it leaves the recipient's hit points and action points.

By means of shrink, the character's size and mass is reduced by a compound process of 20% increments per level.

For example, if the 6th level mage Yuers decides to shrink Zephan, so that Zephan's alteration is progressively 80% of 80% of 80%, a total of six iterations. From a total of 250 lbs., Zephan's final weight is reduced to 65½ lbs. His height, again determined by comparing cube roots, is reduced to 3 ft. 10 in. His shortened long sword would still cause 1-8 damage, as his size and mass remains in the realm of short elves and large gnomes, whose weapon potentials are unaffected by their smaller size (for game purposes).

When shrunk, most ability stats are unaffected, but if the character's mass is reduced below 55 lbs., then his or her strength bonus is lessened. If the mage Yuers were 8th level, Zephan could be reduced to 42 lbs. This weight is divided by 55 and multiplied by the character's strength: 42/55 x 17 = 12.98. For encumbrance purposes, Zephan's strength remains 17; but for the purpose of attacking in combat, Zephan no longer receives a strength bonus.