Enlarge (spell)

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Enlarge (spell).jpg

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, nor the recipient's action points (AP). However, there are changes that must be taken into account.

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 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.

Growth

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.

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 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 — even though the spell does not enhance the character's strength or other 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."

Combat

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