Jmorvi Spells for ODnD Hârn
I've been slowly chipping away at the Shek-Pvar spells in some way, shape, and form for my ODnD hack of HârnWorld. Below is essentially the Yellow robed metal-mancers of HârnWorld spell list that I've cobbled together from the Hârn Magic Book and some third-party fanon material
Note: Details on the Shek-Pvar and the Hârn Hack
Jmorvi (Jeh-MORE-vee). The element of the Jmorvi is metal. Their magic runs in a slower vein and encompasses the construction and manipulation of metallic locks, tools, and weapons, among other things. Jmorvi favors metallic objects as foci and elemental objects.
For proper casting of some Jmorvi spells, it is useful to know which of two or more metals is heavier (denser). Kethrian alchemists and artificers have devised several methods for determining relative weight.
| Metal | Density Value |
|---|---|
| Mythral (Plantinum) | 21 |
| Gold | 19 |
| Gold Coin | 17 |
| Quicksilver (Mercury) | 13 |
| Lead | 11 |
| Copper | 10 |
| Bronze | 8 |
| Brass | 8 |
| Iron | 8 |
| Steel | 7 |
| Tin | 7 |
| Zinc | 7 |
| Arsenic | 5 |
Jmorvi uses the following definitions:
- Wholly Metallic: object at least 90% metal.
- Mostly Metallic: object at least 50% metal.
- Partly Metallic: object at least 20% metal.
Sight of Eneldir
- Level: 1
- Range: 500’
- Duration: None
A spell to detect/identify metallic minerals. The caster declares a specific metallic mineral and learns the direction to the nearest (single) “good source”. Good sources vary at GM discretion. A small amount of refined metal in proximity is more noticeable than a large deposit of ore a hundred yards away. Although the spell ignores any Focus through which it is cast, it may detect a companion’s sword.
This spell has been used more than once to determine the size of a nearby person’s money purse.
Golden Eye
- Level: 1
- Range: Touch
- Duration: 2 rounds
Enchanted wholly metal objects are caused to glow. Both permanent and temporary enchantments are revealed. The spell can rarely gain psychometric or peripheral information, such as who made the artifact or where it has been.
Ward of Sirik
- Level: 1
- Range: Touch / 10’
- Duration: 1 round
An enchantment to temporarily protect a wholly metallic object from physical damage. The enchantment lies dormant until it is invoked or its Duration expires. The Ward is invoked by the first event, which could cause damage to the object (usually a critical failure)
Lustre of Ymar
- Level: 1
- Range: Touch
- Duration: n/a
Cleans and polishes a metallic object. All rust, corrosion, and dirt are removed from the surface. The metal itself isn’t purified, only cleaned.
Aspect of Tarus
- Level: 2
- Range: Touch
- Duration: 1 watch
An enchantment that transforms the surface of a wholly metallic object into another metal. The enchantment is fragile, and, because it only places an extremely thin veneer, “transformed” objects will not pass more than a cursory inspection.
With the basic enchantment, the transformation can only be to a lower-density metal (e.g., from lead to copper).
Aspect of Tarus cannot be combined with any other enchantment.
Tempering of Pytama
- Level: 2
- Range: Touch
- Duration: Indefinite / Permanent
An enchantment to increase the quality of a wholly metallic weapon. With success, it is a +1 to damage.
Tempering of Pytama cannot be combined with any other enchantment and cannot be laid more than once on the same weapon.
Saoirse’s Blockade
- Level: 2
- Range: Touch
- Duration: Indefinite / Permanent
This is a Major artifact power that can be installed in wholly metallic armor, reducing its AC by 1. However, this imbues the armor as if it were a magical sword. The armor's abilities are determined by the GM.
Metal of Elkal
- Level: 2
- Range: Touch
- Duration: Indefinite
Used to modify, enhance, or dampen a natural property of a metallic object. Magnets may be made more or less magnetic, steel can be made more or less conductive, and so on. GM discretion.
Iron Sting
- Level: 2
- Range: Touch
- Duration: Permanent / Indefinite
The spell enchants a mostly metallic projectile. The enchantment lies dormant until the projectile is thrown at a target.
- Damage: The projectile inflicts 1d6+1 damage.
- Higher level casters: May conjure more missiles: two additional projectiles are conjured per five experience levels the caster has gained (i.e. three projectiles at 6th–10th level, five projectiles at 11th–15th level, etc.).
Sirik’s Cant
- Level: 3
- Range: 60’
- Duration: 3 rounds
An enchantment which causes a wholly metallic object to resonate and grow warmer. This makes the object difficult to use and justifies a save vs spells roll to not drop the weapon.
Mend
- Level: 3
- Range: Touch
- Duration: Permanent
Used to repair a broken, unenchanted wholly metallic weapon.
Anvil of Pytama
- Level: 3
- Range: Touch
- Duration: Indefinite / Permanent
An enchantment to increase the quality of a wholly metallic weapon. With success, it is a +2 to damage.
Anvil of Pytama cannot be combined with any other enchantment and cannot be laid more than once on the same weapon.
Fist of Kuhan
- Level: 4
- Range: Caster/Touch
- Duration: 6 rounds
A self-enchantment which infuses one of the caster’s hands (or feet) with Jmorvi essence, causing it to have the same impact and toughness as a mace.
The hand/foot “stiffens” only as it strikes or blocks; the rest of the time, it behaves like an ordinary hand/foot. The skin of the hand/foot affected assumes a slight blue-black color while the enchantment is in place.
The martial arts system taught by the Jmorvi makes extensive use of this enchantment. Jmorvi often don leather gloves in a combat situation to disguise the enchantment.
Forge of Obras
- Level: 4
- Range: Touch
- Duration: Indefinite
An enchantment to change up to 600 pounds of “coin weight” of a source metal into a less dense target metal. This is a long, laborious process.
A metalsmith’s forge and tools are required to work the metal throughout the casting time.
The target metal must have a lower specific gravity than the source metal, and the difference cannot exceed two points. Hence, it is possible to change Steel to Tin, but not Quicksilver to Lead
Swordbreaker
- Level: 4
- Range: Touch
- Duration: Permanent
An enchantment to increase the quality of a wholly metallic weapon. With success, the weapon treats AC as one higher to hit and gives +2 to damage.
Swordbreaker cannot be combined with any other enchantment and cannot be laid more than once on the same weapon.
Ward of Akana
- Level: 4
- Range: Touch
- Duration: Indefinite / Permanent
Prevents a wholly metallic weapon from ever breaking. It cannot be combined with only one other enchantment
Tharasin's Ward
- Level: 5
- Range: Touch
- Duration: Indefinite / Permanent
An enchantment to increase the protective value of wholly metallic armour by adding Enchantment Levels, each of which reduces the impact of any strike by the value of the Enchantment.
Enchantment levels are determined by a d4 roll
- 1 damage
- 2 damage
- 2 damage
- 3 damage
Enchantment Levels on armor must be carefully noted. Tharasin’s Ward cannot be combined with another enchantment, and a piece of armour requires another casting.
The Duration is Permanent if the enchantment is laid when the armor is forged; otherwise, it is Indefinite.
Nahvi’s Ferric Allure
- Level: 5
- Range: Touch
- Duration: Indefinite / Permanent
This is a Major artifact power that can be installed in a wholly metallic weapon. However, this imbues the armor as if it were a magical sword. The magical properties are determined by the GM.
Figure of Chuan
- Level: 5
- Range: Touch
- Duration: Instant
A spell that allows the caster to change the shape of a wholly metallic object by the power of will. The caster is limited to shapes that are naturally possible.
The spell never works on Warded objects.
This spell could be used to bend or curl an iron bar, warp a sheet of steel, or straighten a curved piece of metal. It could be used to break a wooden door by warping its iron reinforcement.
Tears of Kimyan
- Level: 5
- Range: Touch
- Duration: Instant
Extracts pure or almost pure metal from impure ore. To perform the spell, the caster must have good knowledge of the ore/metal involved.
The cast also must have correctly identified the mineral. The spell only works on native metals. (gold, copper, etc.)
Theris Restoration
- Level: 5
- Range: Touch
- Duration: Instant
This spell restores a single, broken, or dispelled enchanted weapon. The caster is subject to modifiers if either the object or artifact is non-Jmorvi.
Barl’s Cloak
- Level: 6
- Range: Caster/Touch
- Duration: 6 rounds
A self-enchantment which toughens the caster’s skin to protect like plate armour (3AC) except where skin is absent, such as the eyes or any open wound.
The enchanted skin stiffens as the caster is struck, but otherwise retains its normal qualities. The skin assumes a slight blue-black color while the enchantment is in place. The enchantment is active only when the caster is struck by a weapon and does not allow the wearer to strike with an iron fist.
Estai's Curse
- Level: 6
- Range: Touch
- Duration: Instant
Causes a weapon to automatically shatter on its next hit. The enchantment lies dormant until invoked (by contact). The spell does not affect enchanted weapons/artifacts, nor work on Warded weapons.
Forge of Kanatai
- Level: 6
- Range: Caster/Touch
- Duration: Instant
A self-enchantment that allows the caster to work metals with their bare hands without using the normal tools of the trade. The spell cannot achieve anything that cannot be achieved by mundane weapon craft or metalworking skill.
Emancipation of the Pure
- Level: 7
- Range: 120’
- Duration: Permanent
When cast, this spell causes all metals within the activated volume to shed any bonds they have with other elements. Regardless of the target, the process of breaking the bonds requires a tremendous input of energy from the caster, and thus volumes are usually small.
When the target volume is within a living being, the effects are immediately harmful as the various metals within the victim separate, dealing 1d6 damage per level of the caster. These purified metals then immediately and violently revert to a compound form.
- The victim may save versus paralysis to resist.
Lance of Meredos
- Level: 7
- Range: 60’
- Duration: Instant
Forms a red-hot, primal iron in the form of a javelin into the material world and hurled to a single, non-magical creature or object, which is instantly and permanently destroyed.
- The creature may save versus death to resist disintegration.