Difference between revisions of "Enlarge (spell)"

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[[File:Enlarge (spell).jpg|right|525px|thumb]]
 
[[File:Enlarge (spell).jpg|right|525px|thumb]]
'''Enlarge''' permits the caster to expand or shrink the size of the recipient, as well as his or her '''carried''' equipment, for the duration of the spell, increasing the recipient's mass and size.  A greatly enlarged creature is profoundly dangerous in an open space, as enlarge enhances speed and weaponry.  However, by a nagging quirk of the spell's magic, enlarge has no effect on the recipient's [[Hit Points|hit points]], nor the recipient's [[Action Points|action points]] (AP).  However, there are changes that must be taken into account.
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'''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|hit points]] or [[Action Points|action points]] (AP), though several other changes must be accounted for.
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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The change in size takes place with remarkable speed, transforming the recipient within the space of about 10 seconds; the recipient must expend 4 AP or a complete round during the process. Apart from this, the recipient will feel no ill-effects. From their perspective, it will be as if the world has shrunk.
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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.
  
=== Growth ===
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: '''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.
Once the recipient is affected, his or her size and mass is increased by up to 20% per level of the caster.  It's important to understand that while mass is increased arithmetically, the affected character's height is increased geometrically.
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{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; width:490px; background-color:#d4f2f2;"
 
 
: '''For example,''' Yuers the 6th level mage decides to enlarge his ally Zephan by 120%. Zephan's is normally 6 feet tall and weighs 250 lbs. To calculate Yuers' new weight, we need only multiply 250 by 220%, giving us a total of 550 lbs. However, Zephan is '''not''' made to be 13+ feet high!  He expands three dimensionally, in all directions; so to calculate his adjusted height, we must find the cube root of his original weight (6.3) and compare that with the cube root of 550 (8.19). We then calculate 8.19/6.3 and multiply that (1.3) against Zephan's former height. We thus find that Zephan is now 7 ft., 10 in. tall. Cube roots, incidentally, can be calculated easily through excel.
 
 
 
=== Stride ===
 
While the recipient's AP are not adjusted by the spell, the length of the character's [[Movement (stride)|stride]] has increased according to the change in height.  We can therefore use the cube root ratio to determine how many more hexes the recipient can cover with the normal number of steps.  In the example above, Zephan has increased his stride by 130%.  Thus, while his former maximum speed 8 hexes per AP, his adjusted maximum is now 10.
 
 
 
=== Encumbrance ===
 
The enlarged character's increase in mass also increases the character's capacity for [[Encumbrance|encumbrance]] — even though the spell does not enhance the character's [[Strength (ability stat)|strength]] or other [[Ability Stats|ability stats]].
 
 
 
: '''For example''', if Zephan has a strength of 17, he has a potential to carry as much as 264 lbs. before he becomes immovable.  Once his mass is increased to 550 lbs., however, this maximum becomes 581 lbs.  BUT, the equipment that was carried is also enlarged, so that if he were formerly carrying 100 lbs. of equipment, that same enlarged equipment now weighs 220 lbs.  Still, Zephan's capacity for carrying additional weight is greatly enhanced.
 
 
 
Objects will remain enlarged only if they continue to be held or carried by the spell's recipient.  Enlarged objects will, if put down or dropped, return to their normal size.  Thus, if Zephan wanted to carry even more, he could shuffle off his back pack and let it fall to the ground.  The dweomer would then cease to affect his backback, returning it to normal size ... whereupon Zephan could pick it up again, although he couldn't wear it as a backpack.
 
 
 
This effect denies special advantages to the use of enlarged flasks of oil, vials of holy water, the exchange of enlarged valuable coins and other similar imagined benefits.  The spell will transform a single gold coin or a single vial of holy water — though the water contained in the vial would diminish when emptied from the vessel, and the liquid itself isn't an "object."
 
 
 
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; width:490px; background-color:#d4f2f2;"
 
 
|+Damage by weight
 
|+Damage by weight
 
! rowspan="2"|Adj. Weight<br>(lbs.) !! colspan="9"|as per normal weapon damage
 
! rowspan="2"|Adj. Weight<br>(lbs.) !! colspan="9"|as per normal weapon damage
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| 1975 or more || 1-10 || 2-12 || 2-16 || 2-16 || 2-20 || 2-24 || 4-24 || 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
 
|}
 
|}
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== Physical Adjustments ==
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Although the spell does not alter the recipient's AP, their increased height affects their [[Movement (stride)|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.
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The recipient's increased mass also raises their [[Encumbrance|encumbrance]] limit, despite the spell not enhancing [[Strength (ability stat)|strength]] or other [[Ability Stats|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.
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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.
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This restriction prevents attempts to gain unfair advantages with enlarged vials of oil, flasks of holy water, oversized [[Coin (monetary unit)|coins]] or other such items. While the spell will temporarily enlarge a single [[Gold (metal)|gold]] coin or a vial of [[Holy Water|holy water]], the liquid would revert to its original volume one it was poured out or flung at an enemy.
  
=== Combat ===
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== Combat ==
Like other carried items, the recipient's [[Weapons List|weapons]] are also enlarged — and in the hands of a more massive combatant, the potential [[Damage (hit points)|damage]] caused by these weapons in combat are also increased.  '''For example''', if Zephan were using a [[Long Sword (weapon) |long sword]] that would normally cause 1-8 [[Hit Points|hit points]] (h.p.), the increased size of the weapon now causes 2-12 h.pAt the same time, Zephan's ability to wield this massive weapon is unchanged, so that he's able to strike with it as quickly and as often as before.
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As with other carried objects, the recipient's [[Weapons List|weapons]] are enlarged by the spell. A more massive combatant wielding these weapons delivers greater [[Damage (hit points)|damage]] in melee combat.  '''For example''', Alric's [[Long Sword (weapon)|long sword]] that normally deals 1-8 [[Hit Points|hit points]] (h.p.) of damage now does 1-10 at his weightDespite the weapon's greater mass, Alric's ability to wield it remains unchanged, allowing him to strike as swiftly and frequently as before.
  
However, in the case of a [[Missile Weapons|fired weapon or one that's hurled]], this enlarged effect is denied. A enlarged [[Hand Axe (weapon)|hand axe]] in Zephan's hands would cause 1-10 damage, but the moment he let it go, the hand axe would revert to its normal size and cause 1-6 damage on a hitLikewise, a fired [[Arrow (missile)|arrow]] would shrink once it was fired.  For game purposes, it's assumed the missile's trajectory and potential [[Roll to Hit|to hit]] are unchanged by this shrinking effect.
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However, the enlargement effect does not extend to [[Missile Weapons|fired or hurled weapons]]. A thrown [[Hand Axe (weapon)|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.pSimilarly, a fired [[Arrow (missile)|arrow]] would shrink once released.  For game purposes, the trajectory and potential [[Roll to Hit|to hit]] chance remain unaffected by this change.
  
If Zephan were to [[Critical Hits & Fumbles#Fumbles|fumble]] his long sword, it would revert to its normal size; and wouldn't become enlarged again when picked up.  Further, it's smaller size would be useless in Zephan's enlarged hands. Therefore, Zephan would have to abandon the weapon in favour of another carried on his person though he could use his fists. In general, his [[Grappling (hand-to-hand)|grappling]], [[Pummelling|pummelling]] and [[Overbearing|overbearing]] potential is greatly enhanced.  On the table shown, fists count as ordinarily causing 1-4 minus 1 damage.  Zephan's fists would cause 1-6 minus 1.  As with all pummelling, his strength bonus would be applied.
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If Alric were to [[Critical Hits & Fumbles#Fumbles|fumble]] his long sword, it would instantly return to its normal size. Once reduced, it would not enlarge again when picked up, making it impractical in Alric's enlarged hands. In such a case, he would need to abandon the weapon in favour of another still in his possession or resort to unarmed combat. His [[Grappling (hand-to-hand)|grappling]], [[Pummelling|pummelling]] and [[Overbearing|overbearing]] abilities are likewise enhanced by his increased size.
  
'''Magic spells''' are unaffected by the dweomer, should a spellcaster be enlarged.
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Magic spells remain unaffected by the dweomer, even if the spellcaster is enlarged.
  
== Shrink ==
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== Reverse ==
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.
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The reverse of the spell, '''shrink''', allows the caster to reduce the recipient's size and mass.  This also affects all carried equipment, including weapons, stride and overall mass.  As with Enlarge, the spell does not alter the recipient's [[Hit Points|hit points]] or [[Action Points|action points]] (AP).  The reduction process occurs in 20% increments per caster level, compounding upon itself.
  
By means of shrink, the character's size and mass is reduced by a compound process of 20% increments per level.
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: '''For example,''' if the 6th-level mage Yuers casts shrink on Zephan, reducing his size to 80% of normal per iteration, the effect compounds across six increments.  Starting from 250 lbs., Zephan's final weight is reduced to 65½ lbs. Using the cube root method, his new height is calculated to be 3 feet 10 inches.  Despite this reduction, his long sword remains capable of dealing 1-8 damage, as his size is still comparable to that of short elves and large gnomes, whose melee weapon damage is not affected by their stature for game purposes.
  
: '''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).
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Most [[Ability Stats|ability stats]] remain unchanged. However, if the recipient's mass falls below 55 lbs., '''strength bonus''' is reduced. '''For example,''' if Yuers were 8th level, Zephan's weight would be reduced to 42 lbs. This is below the threshold where his physical strength remains fully effective. His new strength for combat purposes is determined by dividing his new weight by 55 and multiplying it by his original strength: 42/55 × 17 = 12.98.
  
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.
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For encumbrance calculations, Zephan's [[Strength (ability stat)|strength]] remains 17, meaning he can carry the same proportionate load relative to his weight. However, in combat, he loses his strength bonus when attacking.
  
=== Benefits of Shrinking ===
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 17:49, 9 March 2025

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.

If Alric were to fumble his long sword, it would instantly return to its normal size. Once reduced, it would not enlarge again when picked up, making it impractical in Alric's enlarged hands. In such a case, he would need to abandon the weapon in favour of another still in his possession — or resort to unarmed combat. His grappling, pummelling and overbearing abilities are likewise enhanced by his increased size.

Magic spells remain unaffected by the dweomer, even if the spellcaster is enlarged.

Reverse

The reverse of the spell, shrink, allows the caster to reduce the recipient's size and mass. This also affects all carried equipment, including weapons, stride and overall mass. As with Enlarge, the spell does not alter the recipient's hit points or action points (AP). The reduction process occurs in 20% increments per caster level, compounding upon itself.

For example, if the 6th-level mage Yuers casts shrink on Zephan, reducing his size to 80% of normal per iteration, the effect compounds across six increments. Starting from 250 lbs., Zephan's final weight is reduced to 65½ lbs. Using the cube root method, his new height is calculated to be 3 feet 10 inches. Despite this reduction, his long sword remains capable of dealing 1-8 damage, as his size is still comparable to that of short elves and large gnomes, whose melee weapon damage is not affected by their stature for game purposes.

Most ability stats remain unchanged. However, if the recipient's mass falls below 55 lbs., strength bonus is reduced. For example, if Yuers were 8th level, Zephan's weight would be reduced to 42 lbs. This is below the threshold where his physical strength remains fully effective. His new strength for combat purposes is determined by dividing his new weight by 55 and multiplying it by his original strength: 42/55 × 17 = 12.98.

For encumbrance calculations, Zephan's strength remains 17, meaning he can carry the same proportionate load relative to his weight. However, in combat, he loses his strength bonus when attacking.