For
OSR Adventures
[1]
The King's Fanfare
First Level – Enchantment
Creates or mimics the sound of a royal fanfare.
Convinces those who hear it to stand at attention, turn on the
fountains, etc.
[2]
Pugilist Limb
First Level – Enchantment
One limb chosen by the caster (usually arm, but a leg or
tail on a matching creature could be chosen) has the muscle memory
and seemingly improved ability to fight.
That limb, when not using weapons, gets +2 to hit and +1
to all damage. Lasts until it picks up a weapon or for 1d6 + caster
level turns.
[3]
Kitty Whiskers
First Level – Transmutation
Target grows long cat-like whiskers on the face, which
grants +1 to detecting stealthy enemies. Grants a general 'sense' of
all objects within 15ft, without knowledge of color or exact
dimensions. This is done by feeling air currents and vibrations with
the whiskers. If the character already had whiskers of some kind,
this spell makes them grow to a preposterous length.
[4]
Quiet Time
First Level – Abjuration
For 10ft around the caster creates zone where all sounds
and impacts are quieted. Everyone within this zone will have (caster
level) resistance to sonic damage.
Additionally, all within the zone gain +1 to listen
checks due to no distracting white noise.
This spell lasts until a significantly loud sound breaks
the silence; any sonic attack or spell will break the sound but
resistance will be applied to it.
[5]
Hemlock Grove
First Level – Transmutation
Allows caster to transform normal leaves, shoots, flower
petals, and other minor plant parts into a very mild poison. Every
handful of leaves mixed in with the target substance will deal 1
poison damage when it is applied to its target.
Once dumped into the substance that will be the vector for the poison (dagger, wine, etc.) the leaves can be removed and scrapped off, the poison remaining in the vector. The poison itself will only deal 1 damage per turn once applied, lasting a number of turns per handful of material used for this spell.
Once dumped into the substance that will be the vector for the poison (dagger, wine, etc.) the leaves can be removed and scrapped off, the poison remaining in the vector. The poison itself will only deal 1 damage per turn once applied, lasting a number of turns per handful of material used for this spell.
[6]
Fortnight Floorman
First Level – Transmutation
Allows one door, book with clasp, locket, or any
container to automatically be locked or unlocked in a fortnight of
time or 14 days. You must be able to lock/unlock this item at the
time of casting, and be touching the object in question.
The lock on this item is only as strong as its standard
lock or barring, and could be picked. If cast in combination of a
Wizard Locking spell it can use that instead.
[7]
Cloak of Glass
First Level – Transmutation
Changes one fabric item up to the size of a sheet to
become almost totally transparent. Only the sheet itself is
transparent, not anything it covers. Lasts for up to (caster level)
days.
[8]
Binder's Chalice
First Level – Abjuration
Magically enchants a chalice so that, if drunk in the
context of a magical ritual of summoning or controlling any sort of
supernatural creature, grants +1 to all spellcraft rolls and saving
throws vs that specific creature. Extremely common spell among
necromancers, demonologists, and apprentices.
[9]
Coal Caltrops
First Level – Evocation
Conjures forth hundreds of tiny glowing hot flames from
the floor. Counts just as throwing down a bag or two of caltrops,
dealing fire damage equal to caltrops and slowing at the normal rate.
Lasts for (caster level) combat rounds or for a turn.
The embers glow faintly and the vast majority of creatures would
notice them in a dark place.
[10]
Improvised Makeup
First Level – Transmutation
Allows you to transform mud into paste, dust into
powder, charcoal into colored gloss, etc. These materials can be used
as makeup for cosmetic purposes or for disguises. Lasts for (caster
level) turns and turn back to mud and ash when it ends, still stuck
on your face.
[11]
Gather Wood
First Level – Transmutation
Gathers and piles up nearby bits of usable wood.
Generally pulls from the closest source of wood and radiating
outwards, piling it into the designated spot by the caster. Acts as a
single person carrying firewood for 2d6 turns.
If cast against a wooden structure or vehicle, deals
(caster level) damage against it instead.
[12]
The Mechanist's Shortcut
First Level – Transmutation
Allows a small and similarly shaped object to work in a
machine or device as one that is missing or broken. For instance, a
bumpy rock could be used instead of a cog, length of hair/intestine
could be used instead of cord or rope, regular cloth bag used as a
bellow, etc. Does not grant the caster any mechanical skill or
knowledge however.
This shortcut works either a number of turns equal to
the caster's level or for a number of 'cycles' or regular uses of the
machine's normal operation equal to caster level.
[13]
Obliterate Dust
First Level – Evocation
Destroys house dust, sawdust, sand, soot, spores, bone
dust, feather fluff, or other tiny things that can create clouds or
cover surfaces. This spell does not work against living creatures.
This can destroy the desired target particles when at
rest or in the air, and base amount obliterated is equal to a full
room of smoke or a shovel's full of mass. Multiply this amount by
caster level.
[14]
Larger than Life
First Level – Enchantment
Makes the caster or one target they choose appear to be
among the taller members of their same race/species. Dwarves or
hobbits may near 5 feet in height, humans would look up to 6 and a
half feet, ogres could look 12 feet tall, etc.
Target proportions are not changed. Lasts until your
height is actually measured or for one day.
[15]
Anchor & Cord
First Level – Conjuration
Creates a heavy anchor attached to an object or person you are currently touching. Anyone with the anchor will move as though heavily encumbered on land or sink in the water. Someone with a Strength score of 18 or higher could pick up the anchor and use it as a weapon.
The anchor and cord vanish if the cord is severed or after (caster level) turns. The cord has (caster level) + 4 hitpoints when being cut by sharp weapons, but no attack roll is needed.
[16]
Vain Likeness
First Level – Transmutation
Changes the look of any character on a piece of stonework, carving, or painting to have your face or other features, such as your clothes or hands.
This spell is temporary and will wear off in 1d6 days or
at the touch of a mason.
[17]
Smuggler's Egg
First Level – Abjuration
Allows you to swallow anything small enough that could
fit in your mouth without injury to yourself or damage to the object.
Can swallow live animals, blades, acid, burning match, and so on. In
1d6 hours you can 'lay' it back out as an egg.
Smugglers eggs are brightly colored, and often have striped or polka-dot patterns. The egg's color and pattern is random, but always the same for each individual caster who uses this spell.
Smugglers eggs are brightly colored, and often have striped or polka-dot patterns. The egg's color and pattern is random, but always the same for each individual caster who uses this spell.
[18]
Afterimage
First Level – Divination
If you witnessed or saw something you want to keep track
of closely, you can cast this spell instantly. If you have someone
else stand in the same spot as you did, they'll receive a very short
flash of what you also saw.
This spell will allow them to identify characters, see
details you missed, inform them of a danger, and so on. Does not
confer the supernatural threats or powers related to sight of the
vision.
You can show your afterimage to up to a number of other
people equal to (caster level). You can only cast this spell once per
vision you wish to show others.
[19]
Arrow Reducer
First Level – Abjuration
Arrows, javelins, darts, and other ranged weapons that
strike you will have additional sources of damage on them removed by
the nature of this spell. Poison evaporates off the arrow's point,
burning oil is extinguished, and explosive arrows detonate a few feet
from you, granting you a +2 to save against them.
This does not protect you from the normal damage of the projectile, simply the additional enhancements placed on it by the archer. Protects against (1 + 1 per 3 caster levels) projectiles.
[20]
The Disposal Brigandine
First Level – Abjuration
This spell is cast through ritualistic touching and
chanting when donning armor, and cannot be cast on unwilling targets.
This spell grants the armor the person is wearing +1 AC, counts it as
magic armor, and grants +1 to saves made while wearing that
armor.
This spell lasts until that armor is removed. The moment the armor is doffed, it crumbles to dust.
This spell lasts until that armor is removed. The moment the armor is doffed, it crumbles to dust.
[21]
Magical Aegis
First Level – Abjuration
This spell on a shield. Once cast, you may not use any
other shield for this spell ever again, you must use the same first
shield. This spell animates the shield that grants you its AC bonus
in combat while keeping both hands free. The shield rotates around
your body to block attacks. You can also send the shield to attack as
an action in combat, sending it as a projectile that deals 1d4
physical damage by slamming into foes.
You can also use the shield when you are hit by an
offensive spell or breath attack; the shield reduces the damage you
take by -1d6 and takes permanent scorching or cracking from the
blast. If your shield is destroyed you cannot use it or this spell.
If you begin play with this spell, you will begin with a
simple wooden buckler with this spell already cast on it.
[22]
Turning the
Wheel
First Level – Evocation
This spell energizes a simple turning motion into
wheels, knobs, levels, and other simple input devices. It can be used
to turn wheels from the other side of the room, such as lowering a
drawbridge or shutting a valve.
This spell's maximum range is 15 ft + 5 per caster level. All attempts to industrialize this spell have been met with absolute failure. Surely you'll get it right this time though, right?
This spell's maximum range is 15 ft + 5 per caster level. All attempts to industrialize this spell have been met with absolute failure. Surely you'll get it right this time though, right?
[23]
The Last Drop
First Level – Transmutation
By combining and reforming the tiny amounts of droplets,
liquid, and vapor left inside a potion bottle this spell can give you
a single drop of its effects. This droplet grants a very minor use of
the potion, severely limited based on its type. You can only use this
once per potion, as nothing will be left once you condense the
bottle's contents.
Healing potions will make a drop that heals just 1 hit
point. Poison makes a thin poison that deals just 1d4 poison damage
on a hit. Acid can make one drop that burns only through soft
materials. Strength or Intelligence boosting potions grant +1 to the
modifier of those stats for a single roll or action involving their
use, and so on.
[24]
Lash of
Sparks
First Level – Evocation
The caster must have a free hand to use this spell. It
creates, with a whipping motion, a whip made of electrical energy
that deals 1d6 lightning damage to anyone within close enough range
to get hit by it. This requires an attack roll, with a +1 bonus to
hit per AC bonus of the target from metal armor.
This whip can also be used to anchor itself to metal
objects and pulled or used for acrobatic purposes. Small creatures
could be tripped by wrapping it around their iron sabaton and pulling
up, or wrap it around their sword to disarm them.
The spell can only do one attack or action.
[25]
Miniature
Typhoon
First Level – Evocation
Conjures forth a tiny swirling mass of water and wind,
complete with tiny clouds and ant-sized seagulls, about the size of a
dwarf and flings it forward. Enemies hit by this will take 1d2 damage
and be knocked back 5 ft.
This spell has double effectiveness towards creatures of
a similar size. Enemies who make a save can block or jump over the
typhoon.
[26]
Pinhole Spyglass
First Level – Divination
This spell must be cast with a long hard object, such as a staff, metal rod, etc. The piece does not need to be straight, but it must be a single continuous piece and cannot be a fabric.
Touching this object while casting this spell creates a
pinhole sized hole on each end of the object, allowing someone
looking into it to see out the other end. The amount they can see is
tiny, similar to a coin or smaller, and can only survey about a
human's general range of vision in one direction per exploration turn
of shifting around.
The spell lasts for 1d4 + caster level exploration
turns, and ends if anyone yanks or breaks the object the spell is
enchanting.
[27]
World Between
the Pages
First Level – Enchantment
Hold out a book and 'dump' it onto the ground. Creates
an enchanted zone equal in size to one room or small clearing that
makes a single scene or figure in the book appear as real. Duration
lasts for 1d6 turns + caster level.
[28]
The Pierced
Eye
First Level – Enchantment
This spell must be cast by marking with ink, chalk,
blood, or scratches into an object a special symbol that resembles an
eye being stabbed by a dagger. If the symbol is permanently scratched
into the object or engraved in it then the spell only needs to be
cast, and the mark is unnecessary.
If the mark is rubbed or washed off during the spell,
the spell ends.
All armor and weapons marked by the symbol and with this
spell cast upon them send back harmful and painful visions to their
caster, causing 1 point of nonlethal damage for each failed attack
against marked armor and each successful attack with marked weapons.
This works on figments as well as partially real illusions.
[29]
Snake's
Tongue
First Level – Transmutation
Caster or willing target is granted a long forked
tongue. Grants +1 to reaction checks, +1 to breath attack damage, or
+1 to spell save DCs cast by that person. Spell lasts for 1d6 turns +
caster level.
Each time this spell is used, a hurtful rumor is spread
about the caster or someone close to him or her that will no doubt
cause trouble.
[30]
Conjure
Viscera
First Level – Conjuration
Conjures forth a bucket full per caster level of generic
gore, blood, and slime. Can be used to create a very convincing fake
murder scene, or to feed beasts and monsters. Most mortal races
become very ill if they try to eat the viscera.
If you have the resources and surgical skill, you can
insert these organs into someone's body to replace damaged or sick
ones. This can heal any amount of damage, disease, or stat damage
caused by injury to any of these internal organs but grant -2 to all
future saving throws vs mutation.
[31]
Last Light of
the Future
First Level – Enchantment
Creates a glow of light that lasts 1 round which brings
a great sense of dread, causing all who see it to get -2 on their
next save vs death.
The caster gets no special protection from this effect,
unless they close their eyes for its entire duration (cannot attack
or aim other spells)
[32]
Power Cord
First Level – Evocation
This spell magically enchants a piece of rope or twine
to be able to carry 'energy' between two objects. For example, a
water wheel and a millstone could be connected and one will turn the
other. Anyone who touches the rope directly ends the spell and takes
1d8 lightning damage. This spell functions for 1d6 + caster level
hours.
[33]
Magical
Discharge
First Level – Evocation
This spell can only be cast with a magic wand or staff
with spells/magic stored within. When cast, this spell will tear
apart and destroy the wand or staff but will discharge multiple uses
at once. It will allow you to use all stored spells in a single
round, up to a maximum equal to caster level +1 The item crumbles to
dust after used up.
These discharged uses can be haphazardly flung around everywhere, concentrated against a single target, or create a chaotic mess. For each past the first you try to use in a controlled way, make a save vs magic or else it goes wildly out of control. Once all charges are expended roll another save vs magic at -2, else one final spell charge will happen against you.
These discharged uses can be haphazardly flung around everywhere, concentrated against a single target, or create a chaotic mess. For each past the first you try to use in a controlled way, make a save vs magic or else it goes wildly out of control. Once all charges are expended roll another save vs magic at -2, else one final spell charge will happen against you.
[34]
Budget Flying Carpet
First Level – Transmutation
This spell allows for a large rug, carpet, bearskin, or
similar large fabric to become animated and levitate about 6 inches
off the ground. It can hold three people wearing and holding nothing,
two slightly loaded people, or one fully encumbered person. The
carpet moves as fast as a fully encumbered character regardless of
how much weight it has to carry.
The carpet can float up stairs or shallow inclines but cannot float up sheer surfaces. It is possible for this flying carpet to therefore get trapped down in pits or ditches. This spell allows you to go over water, spikes, pressure plate floors and so on.
[35]
Reverse Mistake
First Level – Divination
This spell allows you to turn back one action or move in relation to
something that has a clear move or action. Cannot turn back time or
combat encounter rounds, but can turn back a single chess move, a
single switch thrown, a single error in making a potion, etc. Nearby
clocks cease to function when this is used, and so many who rely on
an unaltered time stream wear stopwatches.
[36] Breach the Stratosphere
First Level – Evocation
This spell creates a upward thrusting force from your location that
displaces clouds and makes objects in flight fall down. You can
sometimes see if this spell has been cast from a distance by the tiny
upwards 'spike' of disrupted clouds.
Disrupts flying creatures of HD equal to level or less then the caster's level. Flying creatures can still glide downwards to avoid taking damage, but cannot ascend. Normal objects without continual flight will fall as normal, this spell ends most levitation or flying spells/abilities unless the target is of a higher level then the caster.
Disrupts flying creatures of HD equal to level or less then the caster's level. Flying creatures can still glide downwards to avoid taking damage, but cannot ascend. Normal objects without continual flight will fall as normal, this spell ends most levitation or flying spells/abilities unless the target is of a higher level then the caster.
[37]
Conjure
Pussycat
First Level – Conjuration
This spell conjures forth a totally mundane, normal, adult,
affectionate house cat. It cannot leave the house/farm it was
conjured on and will act as a ratter as well as a normal cat would
for 1d6 + caster level days before disappearing.
[38]
Restore
Wrappings
First Level – Conjuration
Bloodied bandages can be restored by using this spell, allowing for a
second saving throw against any bleeding or infections and allowing
another first aid attempt against the target without expending more
bandages.
[39]
Paper Slip of
Fortune
First Level – Divination
This spell creates a small slip of paper with a vague fortune or
prophecy written on it. Tear out a fortune cookie's paper and give it
to the player who cast this spell.
If they follow the fortune as best they can, they gain +5% more gold
and treasure from the mission, or may roll on one higher category
loot table or add +1 to that roll.
[40]
Sounding Sands
First Level – Enchantment
Enchants all sand or loose gravel within shouting distance of the
caster to let out a tremendous clanging and crashing noise if the
grains of sand fall down, such as by someone sneaking up behind the
caster or his allies.
The duration of this spell lasts for 1d6 turns + caster level and all
new sand you approach within range will be enchanted as well.
[41]
Snuff
Elements
First Level – Abjuration
Destroys a small amount of any element. Small amount in this case
would be a campfire, bucket-amount of water, fist sized stone, or a
light breeze, odor, or vapor (in the immediate area only) per caster
level. If the source of the element is constant and incoming, such as
a river, wildfire, storm, etc. Then the snuff only takes out a tiny
portion of it and it will be quickly filled in.
If used against an enemy Wizard's elemental spells, you must make an
attack roll d20 + caster level vs (10 + spell level of rival spell)
to aim and hit their spell in flight.
If cast upon an elemental, deals 1d6 + caster level damage to them.
If cast upon an elemental, deals 1d6 + caster level damage to them.
[42]
Spin a Yarn
First Level – Divination
While spinning yarn, you can record an entire monologue of a story,
poem, or other information spoken by a single person. When that yarn
is unwound it will repeat the entire recorded story at normal
speaking volume for everyone around it. Once the yarn has been
unwound it cannot be stopped nor does it work more then once.
Small yarn balls can be used to deliver short messages. Entire spools
would be needed to recite epic poems or a long letter.
[43]
Foul Tide
First Level – Transmutation
This spell makes all the refuse, rotten corpses, bones, and other
horrible waste of nearby waters wash up on shore once cast. Can be
used to help find bodies, but cannot dislodge things that are too
heavy and dense to be pushed around by a strong current of water.
Picking through the trash from a natural body of water is mostly
fine, but in a city or nearby a busy river picking through the trash
without proper precautions you must make a save vs disease or take a
random common/minor disease. Caster may choose the trash infects
anyone nearby it instead.
[44]
Slicked
Cuirass
First Level – Abjuration
Cast on a piece of armor or protective clothing. First attempt to
grab by tentacle, fist, mouth, etc. is considered an automatic
success on saving throw to avoid.
This spell can be be cast multiple times on the same armor to stack
its slipperiness, up to a maximum times of the caster's level on a
piece.
[45]
Viscous
Bladder
First Level – Transmutation
When this spell is cast on a liquid, it partially solidifies the
liquid into a stretchy, squishy lump about the size of an apple.
Bodies of liquid larger then this will only have part of themselves
changed. This mass is safe to touch in this form and can be thrown
like a weapon with an attack roll vs AC.
Thrown; the mass applies itself as though drunk or touched by the
target it hits. Poison only deals ½ damage, where as acid, holy
water, grease, or oil is applied exactly as though it was simply
splashed on the skin of the creature hit by the mass.
You could also solidify regular water for ease of transport or
healing potions to throw at allies and heal them at range. This spell
creates one lump and it stays in that form for days equal to caster
level.
[46] Dancer's Feet
First Level – Enchantment
Requires shoes painted in two different bright colors to be worn by
the target.
The target of this spell gains a
sudden and incredible dancing ability. If used in combat, can grant
+1 AC for three rounds from using dance moves past opponents. If you
dance with someone of the opposite gender at a ball, gala, or
celebration while music plays it acts as a Charm
spell upon them.
[47]
Symbol of
Saligarra
First Level – Evocation
Once cast, this spell hovers over the target's head as a red glowing
symbol. While active, this symbol gives that person -2 to all saves
and has a 50% chance to stop them every time they use a special
ability (not a spell or attack).
When the person with the symbol above them wishes, they may grab the
symbol with their fist and swing it like a sword. The symbol becomes
a red aura of magic, expanding outwards in a cone and dealing 1d6 +
number of rounds the symbol has been above their head. The caster OR
target my freely will the symbol to move over someone else within
vision range.
[48]
Dungeon
Directory
First Level – Divination
When cast, this spell makes a small imp or goblinoid creature's arm
appear from the darkness or from a closed pot/sewer grate. The arm
will point down to the hallway or doorway which is the next step to
take either deeper or out of the dungeon. Only appears and points
once per cast.
[49]
Prepare
thy Sorceries
First Level – Enchantment
The next spell you have has +1 to its saving throw number and counts
as one spell level higher for dispelling attempts.
[50]
Hold Shut the Veil
First Level – Abjuration
Once cast, this spell blocks all summoning and conjuration spells in
the nearby area for 1d6 combat rounds or a single turn if out of
combat.
When cast on the same round as a creature being summoned by another
caster, you can reduce that caster's creature HD by -1d4. Creatures weakened by this spell are either painlessly conjured
halfway (upper/lower body only), are stunted in growth, are missing a
head or features like claws and colors.
Having a higher caster level means you get a saving throw vs magic to
regain conjuring ability or to ignore the weakening effect of your
own conjured creatures.
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