Rednog's Protection Increaser
(Abjuration)
Reversible

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 turn
Area of Effect:  The caster
Saving Throw:  None

This spell is for those of you who dislike it when you don't get enough bonuses together to make your saving throw. This spell provides you with one +1 bonus for every 3 caster levels which you may apply after you have failed a saving throw. These bonuses can be stored until they have been used up in saving throws. The caster can choose when to use these bonuses. If he chooses to use them he needs to use as many as he would need to push his failed saving throw roll to his base saving throw as if he had no other bonuses, including race, specialism, or any other bonuses. These bonuses can be used to make even a failed saving throw with a roll of 1 a succeeded saving throw, but you need three times as many bonuses to bring it up to the base saving throw as explained above. Examples: a 16th-level wizard with a base saving throw of 7 versus dragon breath fails his saving throw against our favourite red dragon with a roll of 4 (and he has only a ring of protection, +2), he can choose to push up his rolled number of 4 to the number 7 by using 3 of his bonuses (of a maximum of 5 bonus points). If a 19th-level wizard with a base saving throw of 3 versus spell fails his saving throw versus disintegration by rolling a 1, he could choose to use up his maximum of 6 bonus points to succeed with his saving throw (which he probably does). The spell lasts until all bonuses have been used up. This spell is cumulative with itself up to a maximum bonus of one plus per level of the caster.
The reversed form, Rednog's protection decreaser, needs a to-hit roll in combat. The person to be affected gains a saving throw versus spell. If succeeded, nothing happens. If failed, the person has the same number of negative modifiers as above. These modifiers are to be applied to the next life-and-death saving throws. If possible, these modifiers will try to push the saving throw to a failed result. Only the necessary number to cause the next saving throw to fail will be needed. For example, a 19th-level wizard casts this spell and hits an opponent with it. The opponent, an 8th-level fighter, fails his first saving throw. A short while after this fight, the fighter again has to save versus spell. He normally has a saving throw of 5 versus spell, with all bonuses he has acquired per magic protective items. He rolls a 7 and is really happy to have made his saving throw, but suddenly the reverse kicks in: a 19th-level wizard causes a full 6?-1 points to be applied to the next saving throws of our fighter. Now we deduct three of those points to reduce the roll to a 4 and cause the saving throw to fail. The reversed spell is still in effect with only another -3 points for the next saving throw(s).
The material component is a solid, perfect sphere of hizagkuur metal (see the Dwarves Deep book), encased in a perfect ball of adamantine, which is again encased in a perfect sphere of mahogany wood. The ball of hizagkuur metal stays intact and can be reused after the casting, but the two outer casings vanish. Any wizard can own a maximum of one of these hizagkuur balls for every level at once. After each casting they need a full month of reattuning time to attune to the character as the casting destroys this careful balance. The two outer casings have to be without seams or hinges. Thus, it is not a material component to be had in generous amounts.
The material component is the same sphere only in the reversed order and an additional cover of greased paper to prevent damage from the hizagkuur metal. The wizard can have as many of these reversed spheres as he can afford.

